
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 7 / 17% |
Size | medium |
Lifes / Deaths | Killed by halfling citizen at level 7 on the 1st Mirth 122nd year of Ascendancy at 11:20 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 13 (base 13) |
Constitution | 10 (base 10) |
Magic | 13 (base 13) |
Willpower | 10 (base 10) |
Cunning | 13 (base 13) |
Resources
Life | -14/173 |
Mana | 120/136 |
Stamina | 98/98 |
Healing Factor | 0.59 |
Regeneration | 0.1475 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 14 |
Accuracy | 19 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 7 |
Accuracy | 19 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 12.2 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 2.05 |
Ranged Defense | 2.05 |
Fatigue | 6 |
Physical Save | 7 |
Spell Save | 8.05 |
Mental Save | 8.05 |
Defense: Immunities
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 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: 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 60 life over 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
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Shadow Combat |
detrimental effect | The target is poisoned, taking 34.29 nature damage per turn and decreasing all heals received by 41%. Insidious Poison |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
In off hand | iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
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. |
In main hand | iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the psychic (heal 242 over 5 turns)regeneration infusion of the psychic (heal 242 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the duelist (absorb 168 for 5 turns)shielding rune of the duelist (absorb 168 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 168 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. surging elven-wood magestaff of might (25-30 power, 5 apr, lightning element)surging elven-wood magestaff of might (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+10 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Relgizilaran the voratun waraxe (49-68.6 power, 6 apr)Relgizilaran the voratun waraxe (49-68.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +18 acid / +4 blight When wielded/worn: Accuracy: +11 (+6 eff.) Armour penetration: +2 Physical power: +4 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +7 Dex / +2 Con Changes resistances penetration: +10% blight Life regen: +0.20 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of protection (9 def, 0 armour)enveloping cashmere cloak of protection (9 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+9 eff.) Physical save: +9 (+9 eff.) Spell save: +8 (+8 eff.) Mental save: +7 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of darkness (+22%) (5 def, 0 armour)elven-silk robe of darkness (+22%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+5 eff.) Changes resistances: +22% darkness Changes damage: +15% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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
Log
Something hits Mordor for 18 physical damage.
Mordor misses Something.
Mordor hits Something for 16 physical, 6 darkness (22 total damage).
Something performs a melee critical strike against Mordor!
Something hits Mordor for 24 physical damage.
Mordor misses Something.
Mordor hits Something for 16 physical, 6 darkness (22 total damage).
Something hits Mordor for 18 physical damage.
Mordor misses Something.
Mordor hits Something for 16 physical, 6 darkness (22 total damage).
Something hits Mordor for 18 physical damage.
Mordor recovers sight.
Mordor is no longer illuminated.
Mordor hits Halfling guard for 14 physical, 6 darkness, 8 physical, 6 darkness (34 total damage).
Halfling guard uses Infusion: Insidious Poison.
Mordor is poisoned!
Halfling guard's Infusion: Insidious Poison hits Mordor for 34 nature damage.
Halfling citizen hits Mordor for 18 physical damage.
Insidious Poison from Halfling guard hits Mordor for 34 nature damage.
Mordor performs a melee critical strike against Halfling guard!
Mordor misses Halfling guard.
Mordor hits Halfling guard for 21 physical, 6 darkness (27 total damage).
Halfling guard performs a melee critical strike against Mordor!
Halfling guard hits Mordor for 6 physical damage.
Saving game...