








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Orcs |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Arcane Blade |
| Level / Exp | 13 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by Velemira the sewer alligator at level 13 on the 12nd Revenge 124th year of Ascendancy at 07:17 / 1 |
Primary Stats
| Strength | 31 (base 26) |
| Dexterity | 11 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 43 (base 39) |
| Willpower | 11 (base 10) |
| Cunning | 16 (base 13) |
Resources
| Life | -5/379 |
| Mana | 0/157 |
| Stamina | 118/118 |
| Steam | 100/100 |
| Healing Factor | 1.1638297872341 |
| Regeneration | 2.6186170212767 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.181053733966% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | -10 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +10% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 26.976421896687 (96.629213483146%) |
| Defense | 5 |
| Ranged Defense | 19 |
| Fatigue | 10 |
| Physical Save | 26 |
| Spell Save | 18 |
| Mental Save | 9 |
Defense: Resistances
| Cold | + 25%( 70%) |
| Physical | + 15%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 52% |
| Poison Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (4/4)
| 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 88% efficiency and cooldown mod of 60%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 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. |
| 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 103% efficiency and cooldown mod of 87%. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Feather Wind |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's combat ability is reduced, reducing its attack by 15. Sunder Arms |
| beneficial effect | Reduces physical damage received by 15%. Earthen Barrier |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 Erúan 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 |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | 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's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
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
| Tool | steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 7.61 cold and 6.61 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On feet | traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +22 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
| Main armor | steel plate armour 'Silissra' (4 def, 10 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Defense: +4 (+4 eff.) Fatigue: +27% Changes stats: +2 Cun Critical mult.: +25.00% Life regen: +2.00 Stamina each turn: +0.90 Equilibrium when hit: +0.08 Psi when hit: +0.08 A suit of armour made of metal plates. |
| On head | stabilizing rough leather hat of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +10 (+5 eff.) Infravision radius: +5 Sight radius: +1 See stealth: +5 See invisible: +5 A hat made of leather. Very stylish. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | surging ash magestaff of might (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Inventory
short ash vilestaff (111% power, 3 apr, blight element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of vileness (103% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 104% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 9% chance to disease Damage (Melee): +7 blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Blazebolt (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire When wielded/worn: Changes stats: +3 Mag / +3 Wil / +4 Cun / +2 Con Changes resistances penetration: +20% fire Physical save: +4 (+2 eff.) Mindpower: +4 (+4 eff.) Mental crit. chance: +2% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.creative vined mindstar of the jelly (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +3% acid Critical mult.: +7.00% Equilibrium when hit: +0.70 Mindpower: +4 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather hat of constitution (+2) (0 def, 1 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A hat made of leather. Very stylish. |
potent frost salve [power 11] potent frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. 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), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
potent healing salve [power 147] potent healing salve [power 147]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. It can be used to heal 147, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 11] potent water salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (11% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
This item will automatically be transmogrified when you leave the level.overpowered ash totem of thorny skin [power 47] (28 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 40%, putting all charms on cooldown for 28 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Yeti's Muscle Tissue (Patriarch)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! |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
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), costing 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. |
Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Achievements
A Fistful of Gold (Nightmare (Roguelike) difficulty)
Buy an item from an AAA.By Ivuth the Whitehoof Arcane Blade level 8
20th Retaking 124th year of Ascendancy at 16:45 see stats
Across the Narrow Sea (Nightmare (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ivuth the Whitehoof Arcane Blade level 10
48th Retaking 124th year of Ascendancy at 03:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ivuth the Whitehoof Arcane Blade level 10
48th Retaking 124th year of Ascendancy at 00:24 see stats
Log
Ivuth hits Velemira the sewer alligator for 156 lightning damage.
Ivuth hits Emeldamina the giant alligator for 145 lightning damage.
Velemira the sewer alligator uses Ice Claw.
Your shield crumbles under the damage!
The shield around Ivuth crumbles.
Ivuth shrugs off the effect 'Frozen'!
Ivuth HEALS from cold damage!
Ivuth HEALS from nature damage!
Velemira the sewer alligator hits Ivuth for (1 resist armour), (4 absorbed), 104 cold, 17 healing, (1 resist armour), 9 temporal, (1 resist armour), 15 arcane, (1 resist armour), 7 nature (135 total damage) [17 healing].
Ivuth is not affected anymore by the salve.
Velemira the sewer alligator uses Lightning Speed.
Velemira the sewer alligator turns into pure lightning!.
Ivuth receives 177 healing.
Emeldamina the giant alligator summons a Ritch Flamespitter!
Emeldamina the giant alligator's mind surges with critical power!
Ivuth casts Phase Door.
Select a target to teleport...
Select a teleport location...
Something hits Ivuth for 50 physical, 10 temporal, 16 arcane, 8 nature (83 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits Ivuth for 105 fire damage.
Emeldamina the giant alligator summons a War Hound!
Emeldamina the giant alligator's mind surges with critical power!
Talent Lightning is ready to use.
Velemira the sewer alligator uses Wing Buffet.
Ivuth is knocked back!
Ivuth is knocked back!
Saving game...










































































