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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Embers of Rage 1.6.7Official 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:
Ashes of Urh'Rok 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion! |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 19 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Veliba the ritch centipede at level 19 on the 41st Retaking 124th year of Ascendancy at 11:44 / 1 |
Primary Stats
| Strength | 57 (base 47) |
| Dexterity | 16 (base 10) |
| Constitution | 32 (base 23) |
| Magic | 14 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 29 (base 26) |
Resources
| Life | -298/566 |
| Steam | 100/100 |
| Healing Factor | 1.5593663366337 |
| Regeneration | 13.332582178218 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 6 |
| See Stealth | 8 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 51 |
| Crit Chance | 10% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 51 |
| Crit Chance | 9% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +20% |
| Lightning | +12% |
| Fire | +6% |
| Acid | +5% |
Offense: Damage Penetration
| Fire | +35% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 48.08934837382 (81.030927835052%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 45 |
| Physical Save | 28 |
| Spell Save | 17 |
| Mental Save | 29 |
Defense: Resistances
| Acid | 42%( 70%) |
| Blight | 27%( 70%) |
| Physical | 34%( 70%) |
| Cold | 25%( 70%) |
| All | 7%( 70%) |
| Lightning | 12%( 70%) |
| Light | 35%( 70%) |
| Darkness | 26%( 70%) |
| Fire | 37%( 70%) |
| Mind | 18%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Confusion Resistance | 56% |
| Pinning Resistance | 72% |
| Instadeath Resistance | 100% |
| Blind Resistance | 56% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. |
| 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 112% efficiency and cooldown mod of 58%. 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 111% efficiency and cooldown mod of 82%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 4/5 |
| 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 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Grinding Shield |
| talent | Overheat Saws |
| detrimental effect | Huge cut that bleeds, doing 30.70 physical damage per turn. Bleeding |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Reduces global action speed by 20%. Slow |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}GREYWHITEGREY039;Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Talent granted: +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | dwarven-steel gauntlets &039; (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +5 Dex / +4 Cun Changes resistances: +7% acid / +6% fire Changes resistances penetration: +15% fire Changes damage: +5% acid Talent granted: +1 Sand Shredder Life regen: +2.50 Stamina each turn: +0.50 Psi each turn: +0.10 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Changes stats: +4 Dex Changes damage: +6% fire Mental save: +15 (+7 eff.) Blindness immunity: +26% Infravision radius: +4 See stealth: +8 See invisible: +8 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn& |
| On fingers | steel ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% fire Mental save: +7 (+3 eff.) Cut immunity: +20% Silence immunity: +10% Confusion immunity: +26% Infravision radius: +2 Healing mod.: +20% Rings can have magical properties. |
| Around neck | restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets can have magical properties. |
| In main hand | shocking stralite steamsaw of resistance (30.5-45.75 power, 0 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.5 - 45.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +66 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Damage (Melee): 5 lightning Damage when hit (Melee): 4 lightning Changes resistances: +7% acid / +8% fire / +5% lightning / +6% cold Talent granted: +2 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! |
| Around waist | cleansing rough leather belt of transcendenceInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel steamsaw (18.5-27.75 power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 18.5 - 27.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +47 Attacks use: 1.0 Steam Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +12% physical Talent granted: +2 Block Slows Projectiles: +15% Bonus block near projectiles: +23 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 | cashmere cloak &039; (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Str / +3 Con Changes resistances: +12% mind Changes resistances penetration: +10% lightning / +20% fire Changes damage: +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of acid resistance (0 def, 17 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Fatigue: +23% Damage when hit (Melee): 20 physical Changes stats: +2 Wil Changes resistances: +15% blight / +10% darkness / +17% acid Light radius: +1 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.steel longsword &039; (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +3% acid / +6% cold / +5% arcane / +3% darkness Spell save: +9 (+6 eff.) Disarm immunity: +27% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.alchemist& Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +4 See stealth: +9 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti&Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
potent healing salve [power 176] potent healing salve [power 176]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 112% efficiency and 58% cooldown modifier. It can be used to heal 176 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 112% efficiency and 58% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Sawbuddha the Kruk Yeti Sawbutcher level 13
20th Retaking 124th year of Ascendancy at 05:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sawbuddha the Kruk Yeti Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 16:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sawbuddha the Kruk Yeti Sawbutcher level 17
28th Retaking 124th year of Ascendancy at 22:54 see stats
Log
Melee retaliation hits Veliba the ritch centipede for 10 physical, 4 lightning, 10 physical, 4 lightning (28 total damage).
Sawbuddha hits Sawbuddha for 39 healing, 39 healing, 39 healing (0 total damage) [118 healing].
Veliba the ritch centipede starts to bleed.
Veliba the ritch centipede is on fire!
Veliba the ritch centipede&
Melee retaliation hits Sawbuddha for 2 acid, 2 acid, 2 acid, 2 acid (7 total damage).
Raze hits Sawbuddha for 6 darkness, 6 darkness, 9 darkness, 6 darkness (26 total damage).
Tempest of Metal hits Veliba the ritch centipede for 4 physical, 1 lightning, 5 fire, 2 acid, 4 light, 2 physical, 1 lightning, 5 fire, 2 acid, 4 light (29 total damage).
Sawbuddha hits Veliba the ritch centipede for 19 physical, 1 lightning, 5 fire, 2 acid, 4 light, 8 physical, 1 lightning, 5 fire, 2 acid, 4 light (50 total damage).
Burning from Sawbuddha hits Veliba the ritch centipede for 6 fire damage.
Bleeding from Sawbuddha hits Veliba the ritch centipede for 3 physical damage.
Talent Implant: Medical Injector is ready to use.
Bleeding from Veliba the ritch centipede hits Sawbuddha for 16 physical damage.
Raze hits Sawbuddha for 6 darkness damage.
Veliba the ritch centipede uses Prismatic Slash.
Sawbuddha shrugs off the effect &039;!
Veliba the ritch centipede&
Sawbuddha slows down.
Veliba the ritch centipede hits Sawbuddha for 87 cold, 0 acid, 6 nature, 106 cold, 3 acid, 6 nature, 125 cold (332 total damage).
Raze hits Sawbuddha for 6 darkness, 6 darkness, 6 darkness, 6 darkness, 6 darkness, 6 darkness (35 total damage).
Melee retaliation hits Veliba the ritch centipede for 5 physical, 2 lightning, 5 physical, 2 lightning (14 total damage).
Sawbuddha hits Sawbuddha for 39 healing, 39 healing (0 total damage) [79 healing].
Sawbuddha the level 19 kruk yeti sawbutcher was frozen to death by Veliba the ritch centipede on level 2 of Ritch Hive.
Sawbuddha deactivates Grinding Shield.
Sawbuddha speeds up.
Sawbuddha deactivates Overheat Saws.
Sawbuddha is not stunned anymore.
Sawbuddha deactivates Tempest of Metal.
Sawbuddha stops bleeding.




























































