Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 8 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by elven tempest at level 8 on the 3rd Flare 122nd year of Ascendancy at 20:28 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 38 (base 32) |
| Willpower | 29 (base 20) |
| Cunning | 16 (base 11) |
Resources
| Life | -22/173 |
| Mana | 107/204 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 5 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Fire | +10% |
| Nature | +16% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 0 |
| Physical Save | 8 |
| Spell Save | 23 |
| Mental Save | 15 |
Defense: Resistances
| Nature | + 32%( 70%) |
| Blight | + 12%( 70%) |
| Fire | + 6%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| 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 / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
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 |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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 ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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
| On fingers | [vs. copper ring of nature (+22%) (On fingers, 1 of 2)]copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22%(-) nature Changes damage: +11%(-) nature Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of nature (+22%) (On fingers, 1 of 2)]wizard's copper ring of blight (+12%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% blight / +0%(-22%) nature Changes damage: +12% blight / +0%(-11%) nature Spell save: +4 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. insulating rough leather belt (Around waist)]insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) cold / +6%(-) fire A belt that goes around your waist. |
| Main armor | [vs. linen robe (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]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 masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| Light source | [vs. brass lantern of health (Light source)]brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) 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. |
| On head | [vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)]spellwoven linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Mana each turn: +0.12 (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +2% (-) A pointy cloth hat, very wizardly... |
| In main hand | [vs. elm vilestaff 'Lightserpent' (10-12 power, 2 apr, fire element) (In main hand)]elm vilestaff 'Lightserpent' (10-12 power, 2 apr, fire element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 40% chance to blind When wielded/worn: Defense: +6 (+6 eff.) (-) Effects on melee hit: * 6% chance to blind Damage (Melee): 0(-6) item light blind Changes stats: +5(-) Str / +2(-) Wil Changes damage: +10%(-) fire Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-) Light radius: +2 (-) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 54.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
Inventory
[vs. elm vilestaff 'Lightserpent' (10-12 power, 2 apr, fire element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatmaul (18.5-27.75 power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8(+8.5 - +15.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) When wielded/worn: Defense: +0 (+0 eff.) (-6 (-6 eff.)) Damage (Melee): 0(-6) item light blind Changes stats: +0(-5) Str / +0(-2) Wil Changes damage: +0%(-10%) fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Massive two-handed mauls. |
[vs. linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. iron plate armour 'Bregelebar' (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes stats: +1 Con Changes resistances: +3% mind A suit of armour made of metal plates. |
[vs. insulating rough leather belt (Around waist)]This item will automatically be transmogrified when you leave the level. nightruned rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +0%(-5%) cold / +0%(-6%) fire / +6% light / +5% darkness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Matrix style! (Roguelike)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Iznogoud the Shalore Archmage level 4
75th Pyre 122nd year of Ascendancy at 04:26 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Iznogoud the Shalore Archmage level 2
75th Pyre 122nd year of Ascendancy at 02:39 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Iznogoud the Shalore Archmage level 7
9th Mirth 122nd year of Ascendancy at 16:39 see stats
Log
Ivamina the elven tempest receives 20 healing.
Thunderstorm hits Iznogoud for 6 lightning damage.
Iznogoud casts Flame.
Ivamina the elven tempest is on fire!
Iznogoud hits Ivamina the elven tempest for (9 resist armour), 79 fire (79 total damage).
Ivamina the elven tempest hits Iznogoud for 23 physical, 4 arcane, 4 lightning (31 total damage).
Ivamina the elven tempest casts Lightning.
Ivamina the elven tempest's spell attains critical power!
Burning from Iznogoud hits Ivamina the elven tempest for (9 resist armour), 20 fire (20 total damage).
Ivamina the elven tempest receives 20 healing.
Ivamina the elven tempest hits Iznogoud for 38 lightning damage.
Thunderstorm hits Iznogoud for 6 lightning damage.
Iznogoud casts Phase Door.
Select a target to teleport...
Select a teleport location...
Talent Pulverizing Auger is ready to use.
Ivamina the elven tempest has finished recovering.
Burning from Iznogoud hits Ivamina the elven tempest for (9 resist armour), 20 fire (20 total damage).
Thunderstorm hits Iznogoud for 6 lightning damage.
Talent Flame is ready to use.
Burning from Iznogoud hits Ivamina the elven tempest for (9 resist armour), 20 fire (20 total damage).
Thunderstorm hits Iznogoud for 5 lightning damage.
Iznogoud casts Teleport.
Ivamina the elven tempest stops burning.
Elven tempest casts Lightning.
Saving game...





















































