Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
Addons | Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.4.4Official 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:
Ashes of Urh'Rok 1.4.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Doomelf |
Class | Necromancer |
Level / Exp | 41 / 79% |
Size | medium |
Lifes / Deaths | Killed by thaurhereg at level 7 on the 76th Pyre 122nd year of Ascendancy at 20:04 / 16Killed by thaurhereg at level 7 on the 76th Pyre 122nd year of Ascendancy at 22:29 Killed by thaurhereg at level 7 on the 77th Pyre 122nd year of Ascendancy at 01:09 Killed by thaurhereg at level 7 on the 77th Pyre 122nd year of Ascendancy at 03:32 Killed by Cyrurinor the vampire lord at level 18 on the 17th Dusk 122nd year of Ascendancy at 08:12 Killed by quasit at level 30 on the 28th Dusk 122nd year of Ascendancy at 11:13 Killed by fire imp at level 32 on the 28th Dusk 122nd year of Ascendancy at 14:52 Killed by quasit at level 33 on the 28th Dusk 122nd year of Ascendancy at 19:14 Killed by daelach at level 35 on the 29th Dusk 122nd year of Ascendancy at 00:34 Killed by daelach at level 35 on the 29th Dusk 122nd year of Ascendancy at 00:50 Killed by uruivellas at level 35 on the 29th Dusk 122nd year of Ascendancy at 03:58 Killed by uruivellas at level 35 on the 29th Dusk 122nd year of Ascendancy at 08:08 Killed by wretchling at level 36 on the 29th Dusk 122nd year of Ascendancy at 15:40 Killed by Culruni the quasit squad leader at level 36 on the 30th Dusk 122nd year of Ascendancy at 02:06 Killed by Culruni the quasit squad leader at level 36 on the 30th Dusk 122nd year of Ascendancy at 04:24 Killed by Uthoasa the fire imp at level 37 on the 30th Dusk 122nd year of Ascendancy at 13:02 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 14 (base 11) |
Constitution | 52 (base 40) |
Magic | 76 (base 60) |
Willpower | 76 (base 60) |
Cunning | 24 (base 11) |
Resources
Life | 651/651 |
Mana | 544/544 |
Souls | 4/10 |
Healing Factor | 1 |
Regeneration | 2.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
Offense: Mainhand
Damage | 41 |
Accuracy | 8 |
Crit Chance | 9% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58.333333333333 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 41.6 |
Crit Chance | 5% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 22.2 |
Ranged Defense | 22.2 |
Fatigue | 0 |
Physical Save | 28.55 |
Spell Save | 47.066666666667 |
Mental Save | 36.5 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Bleed Resistance | 5% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Disarm Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Ice | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Advanced necrotic minions | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Vampiric Gift |
talent | Necrotic Aura |
beneficial effect | The target is walking on blighted soil, reducing diseases resistance by 60% and giving all attacks a 40% chance to infect the target with a random disease (can only happen once per turn). Blighted Soil |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved Magic by +1. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed minotaur nose. * '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.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one length of troll intestine. Kindly empty it before returning.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
Equipment
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.28 to 156.84 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | steel ring 'Polanne' steel ring 'Polanne'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +6 Str / +3 Mag / +4 Cun / +6 Con Changes resistances: +3% lightning / +2% physical / +3% light / +3% mind Physical save: +3 (+2 eff.) Cut immunity: +5% Disarm immunity: +15% Stun/Freeze immunity: +26% Life regen: +2.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | conjurer's copper ring of blinding strikes conjurer's copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Effects on ranged hit: * 11% chance to blind Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets can have magical properties. |
In main hand | Rhiroddafang the dragonbone magestaff (35-42 power, 6 apr, lightning element) Rhiroddafang the dragonbone magestaff (35-42 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +22 (+11 eff.) Effects on melee hit: * 8% chance to disease Damage (Melee): 9 % chance of confusion Damage when hit (Melee): 4 arcane Changes stats: +2 Dex / +2 Wil / +5 Con Changes damage: +35% lightning / +3% arcane Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Mana each turn: +0.40 Vim when firing critical spell: +3.00 Maximum mana: +98.00 Maximum vim: +10.00 Spellpower: +26 (+7 eff.) Spell crit. chance: +5% Light radius: +1 Damage Shield penetration: +42% Staves designed for wielders of magic, by the greats of the art. |
Main armor | Zeruhek the Eclipsetooth (0 def, 0 armour) Zeruhek the Eclipsetooth (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 8 arcane / 4 darkness Changes stats: +2 Mag Changes resistances: +7% lightning / +7% darkness / +7% blight / +7% fire / +7% cold / +7% light Changes resistances penetration: +6% temporal / +6% physical Changes damage: +7% temporal / +9% arcane / +8% physical Physical save: +11 (+6 eff.) Spell save: +23 (+8 eff.) Mental save: +12 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Inventory
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Achievements
By Zinqzin the Doomelf Necromancer level 7
77th Pyre 122nd year of Ascendancy at 07:52 see stats
By Zinqzin the Doomelf Necromancer level 10
77th Pyre 122nd year of Ascendancy at 21:34 see stats
By Zinqzin the Doomelf Necromancer level 20
26th Dusk 122nd year of Ascendancy at 03:43 see stats
By Zinqzin the Doomelf Necromancer level 30
28th Dusk 122nd year of Ascendancy at 07:46 see stats
By Zinqzin the Doomelf Necromancer level 40
31st Dusk 122nd year of Ascendancy at 02:33 see stats
By Zinqzin the Doomelf Necromancer level 16
9th Mirth 122nd year of Ascendancy at 14:51 see stats
Log
Eternal bone giant hits Something for 13 blight damage.
Eternal bone giant uses Stun.
Something hits Eternal bone giant for (7 absorbed), 0 acid (0 total damage).
Eternal bone giant hits Something for 21 physical, 8 blight (28 total damage).
Something hits Eternal bone giant for (32 absorbed), 0 acid (0 total damage).
Eternal bone giant hits Something for 13 blight damage.
Eternal bone giant speeds up.
Eternal bone giant uses Re-assemble.
Something hits Eternal bone giant for (30 absorbed), 0 acid (0 total damage).
Eternal bone giant hits Something for 13 blight damage.
Something hits Eternal bone giant for (7 absorbed), 0 acid (0 total damage).
Eternal bone giant hits Something for 19 physical, 8 blight (27 total damage).
Rested for 4 turns (stop reason: all resources and life at maximum).
Eternal bone giant slows down.
Dolleg's Slime Spit hits Eternal bone giant for (51 absorbed), 0 nature (0 total damage).
Something hits Eternal bone giant for (7 absorbed), 0 acid (0 total damage).
Eternal bone giant hits Something for 19 physical, 8 blight (27 total damage).
Ran for 2 turns (stop reason: hostile spotted to the east (Dolleg's Slime Spit)).
Something hits Eternal bone giant for (32 absorbed), 0 acid (0 total damage).
Eternal bone giant hits Something for 13 blight damage.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (Dolleg's Slime Spit)).
Zinqzin deactivates Blurred Mortality.
Zinqzin deactivates Necrotic Aura.
Zinqzin deactivates Vampiric Gift.
Eternal bone giant deactivates Bone Shield.
Eternal bone giant speeds up.
The shield around eternal bone giant crumbles.