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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 8 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by cutpurse at level 8 on the 1st Mirth 122nd year of Ascendancy at 13:21 / 1 |
Primary Stats
| Strength | 23 (base 23) |
| Dexterity | 15 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 20 (base 17) |
| Willpower | 19 (base 17) |
| Cunning | 16 (base 15) |
Resources
| Insanity | 9/100 |
| Equilibrium | 0 |
| Life | -2/304 |
| Steam | 99/100 |
| Psi | 59/109 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 3.4613545841703 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 34 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 18 |
| Physical Save | 21 |
| Spell Save | 14 |
| Mental Save | 13 |
Defense: Resistances
| Physical | 5%( 70%) |
| Lightning | 5%( 70%) |
| Temporal | 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 22 steam. |
Class Talents
| Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Scourge drake | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Escort: lost defiler (level 2 of Ruins of Kor'Pul) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
Various alchemists around Maj&WHITESLATE039;Needed: one xorn fragment. Avoid fragments that contained the xorn&039;ve no idea how unpleasant it is being watched by your ingredients.&WHITESLATE039;Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.&WHITESLATE039;Needed: one pouch of faeros ash. They&039; The Brotherhood of Alchemists | 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 |
Equipment
| Psionic focus | Bill&5.0 T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITEANTIQUE_WHITE |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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 | stabilizing iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox&2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On feet | grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Around neck | warrior&0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
| In main hand | acidic iron longsword of massacre (17-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Sharp, long, and deadly. |
| On hands | iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | iron steamsaw (10-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +13 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 | linen cloak &039; (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +2 Wil +1 Cun dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
balanced iron battleaxe of daylight (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 15.0 - 22.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +9% Undead While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+5 eff.) Disarm- +28% Massive two-handed battleaxes. |
iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron longsword of vileness (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 12 Sharp, long, and deadly. |
rough leather sling &039;4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +4 mind While equipped: Stats +1 Cun dps ---------- Phys.crit +2.0% Crit.mult +5.00% Acc +6 (+3 eff.) On Hit (Ranged): * 10% chance to reduce all saves and defense by 15 ---------- misc Hate/m.crit +3.00 Slings are used to hurl stones or metal shots at your foes. |
iron steamsaw (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 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! |
iron shield (0 def, 2 armour, 11-13 power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Catheias the Cornac Wanderer level 7
79th Pyre 122nd year of Ascendancy at 01:20 see stats
Log
Catheias performs a melee critical strike against Xerosema the warg!
Xerosema the warg is covered in acid!
Xerosema the warg is recovering from the damage!
Catheias hits Xerosema the warg for 17 physical, 12 physical, 6 fire, 7 physical, 15 physical, 7 fire (63 total damage).
Xerosema the warg&fbd578LASTWHITELASTWHITELAST26 total damage).
Bleeding from Catheias hits Xerosema the warg for 1 physical damage.
Acid Splash from Catheias hits Xerosema the warg for 11 acid damage.
Xerosema the warg hits Catheias for 14 physical, 4 physical (18 total damage).
Catheias&WHITELASTWHITELASTLIGHT_REDLAST52 total damage).
Catheias hits Xerosema the warg for 14 physical, 15 physical, 7 fire, 8 physical, 15 physical, 7 fire (64 total damage).
Xerosema the warg&fbd578LASTWHITELASTWHITELAST23 total damage).
Bleeding from Catheias hits Xerosema the warg for 2 physical damage.
Acid Splash from Catheias hits Xerosema the warg for 11 acid damage.
Xerosema the warg hits Catheias for 11 physical, 4 physical (16 total damage).
Catheias&WHITELASTWHITELASTLIGHT_REDLAST42 total damage).
You collect a new ingredient: warg claw (1).
Catheias hits Xerosema the warg for 12 physical, 12 physical, 6 fire, 6 physical (35 total damage).
Catheias killed Xerosema the warg!
Catheias&WHITELASTWHITELASTLIGHT_REDLAST47 total damage).
Tentacled Wings is still on cooldown for 1 turns.
Cutpurse starts to bleed.
Catheias hits Cutpurse for 15 physical, 13 physical, 6 fire, 6 physical, 13 physical, 6 fire (59 total damage).
Cutpurse performs a melee critical strike against Catheias!
Cutpurse hits Catheias for 28 physical damage.
Bleeding from Catheias hits Cutpurse for 1 physical damage.
Catheias the level 8 cornac wanderer was pierced to death by a cutpurse on level 2 of Ruins of Kor&























































