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Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Ogre |
Class | Sawbutcher |
Level / Exp | 10 / 23% |
Size | huge |
Lifes / Deaths | Killed by Adibreba the dredge captain at level 10 on the 7th Dusk 122nd year of Ascendancy at 12:26 3 / 2Killed by Ogrish at level 10 on the 7th Dusk 122nd year of Ascendancy at 12:31 |
Primary Stats
Strength | 50 (base 33) |
Dexterity | 9 (base 10) |
Constitution | 35 (base 11) |
Magic | 12 (base 10) |
Willpower | 15 (base 10) |
Cunning | 29 (base 22) |
Resources
Life | 420/420 |
Steam | 100/100 |
Healing Factor | 1.1829268292683 |
Regeneration | 0.76890243902439 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 93 |
Accuracy | 31 |
Crit Chance | 11% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 31 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Nature | +24% |
All | 0% |
Defense: Base
Armour (hardiness) | 50.08934837382 (87.030927835052%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 37 |
Physical Save | 33 |
Spell Save | 35 |
Mental Save | 23 |
Defense: Resistances
Physical | + 7%( 70%) |
Acid | + 33%( 70%) |
Mind | + 14%( 70%) |
Darkness | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Silence Resistance | 28% |
Instadeath Resistance | 100% |
Confusion Resistance | 57% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one length of troll intestine. Kindly empty it before returning.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +3% Silence- +28% Confus- +34% Stun/Frz- +28% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +3.00% Dmg.mod +3% blight Melee Ret 4 physical ----- def ----- Die.at -80.00 life HP.reg +0.40 ---------- misc Max.stam +5.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) A cap made of leather. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 23) Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +7 Hardiness +6% Resists +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- D.Red.from +16% Summoned Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 40.0 - 60.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +103 Melee+ +22 cold Uses 1.0 Steam While equipped: Stats +7 Con +3 Wil dps ---------- Dmg.mod +24% nature Melee Ret 12 mind On Melee Ret: * 32% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+6 eff.) Fatigue +12% Resists +33% acid ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Main armor | ![]() 17.0 T2 massive armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +14 Defense +4 (+3 eff.) Fatigue +17% Phys.save +5 (+2 eff.) Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +2 (+2 eff.) Max.HP +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% physical +14% mind +6% darkness Spell.save +36 (+13 eff.) Confus- +23% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Inventory
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+5 eff.) Melee Ret 12 lightning 16 mind ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 119] simple healing salve [power 119]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 119 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% fire Melee Ret 4 light ---------- misc Light +3 Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ogrish the Ogre Sawbutcher level 9
9th Mirth 122nd year of Ascendancy at 05:31 see stats
By Ogrish the Ogre Sawbutcher level 10
9th Flare 122nd year of Ascendancy at 20:54 see stats
By Ogrish the Ogre Sawbutcher level 10
9th Flare 122nd year of Ascendancy at 21:02 see stats
Log
Ogrish is dazed!
Adibreba the dredge captain hits Ogrish for 146 physical, 66 physical, 4 darkness (216 total damage).
Ogrish hits Adibreba the dredge captain for 5 mind, 4 physical, 11 mind, 4 physical (23 total damage).
Ogrish is not dazed anymore.
Wasting from Adibreba the dredge captain hits Ogrish for 22 temporal damage.
Bleeding from Adibreba the dredge captain hits Ogrish for 21 physical damage.
Xanavena the dredgling's armor corrodes!
Xanavena the dredgling resists the mind attack!
Xanavena the dredgling hits Ogrish for 3 physical damage.
Ogrish hits Xanavena the dredgling for 6 mind, 4 physical (10 total damage).
Adibreba the dredge captain uses To The Arms.
Adibreba the dredge captain resists the mind attack!
Ogrish is suffering and fails to concentrate on dealing damage.
Adibreba the dredge captain hits Ogrish for 192 physical damage.
Ogrish hits Adibreba the dredge captain for 5 mind, 4 physical (9 total damage).
Ogrish the level 10 ogre sawbutcher was maimed to death by Adibreba the dredge captain on level 1 of The Maze.
You have 3 life(s) left.
Ogrish deactivates Grinding Shield.
Ogrish stops wasting away.
Ogrish is suffering less.
Ogrish speeds up.
Ogrish stops bleeding.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Adibreba the dredge captain killed Ogrish!
Saving done.
Saving game...