








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 10 / 34% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 40 (base 34) |
Dexterity | 24 (base 24) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 11 (base 11) |
Resources
Life | 224/224 |
Stamina | 112/112 |
Equilibrium | 4 |
Healing Factor | 1.3245901639344 |
Regeneration | 4.3049180327869 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 34 |
Accuracy | 31 |
Crit Chance | 13% |
APR | 21 |
Speed | 1.11 |
Offense: Offhand
Damage | 28 |
Accuracy | 31 |
Crit Chance | 13% |
APR | 21 |
Speed | 1.11 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Mind | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.08934837382 (81.030927835052%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 22 |
Physical Save | 25 |
Spell Save | 9 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 16%( 70%) |
Nature | + 20%( 70%) |
Cold | + 25%( 70%) |
Blight | + 20%( 70%) |
Mind | + 11%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 71% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Disarm Resistance | 10% |
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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 1 poison effect. |
Class Talents
Technique / Duelist | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
Effects
talent | Precise Strikes |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 39 - 55 Accuracy: 45 (knife) APR: 19 Crit Chance: +11% Crit mult: 170% Uses Stats: 50% Str, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 48% chance to deflect up to 13 damage from the next 2.0 attack(s). Parried attacks cannot crit. Parrying |
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 successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +11% mind Physical save: +6 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 darkness Damage against: +4% Living Sharp, short and deadly. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Changes stats: +3 Str Mental save: +9 (+4 eff.) Poison immunity: +20% Disarm immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | ![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Main armor | ![]() 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: +12 Defense: +3 (+3 eff.) Fatigue: +20% Changes resistances: +16% lightning A suit of armour made of metal plates. |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random magical or physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
![]() Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 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: * 17% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed battleaxes. |
![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Magic 11 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% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 6% One-handed war axes. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% cold Changes damage: +11% cold Mana when firing critical spell: +4.00 Vim when firing critical spell: +5.00 Maximum vim: +20.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage when hit (Melee): 11 fire Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Thugmus the Cornac Marauder level 10
16th Dusk 122nd year of Ascendancy at 04:45 see stats
By Thugmus the Cornac Marauder level 10
16th Dusk 122nd year of Ascendancy at 04:44 see stats
By Thugmus the Cornac Marauder level 8
3rd Summertide 122nd year of Ascendancy at 06:05 see stats
By Thugmus the Cornac Marauder level 10
23rd Dusk 122nd year of Ascendancy at 00:02 see stats
Log
Ran for 3 turns (stop reason: learnt lore).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 24 turns (stop reason: hostile spotted to the east (brown mold)).
Thugmus rushes out!
Brown mold is dazed!
Brown mold is not dazed anymore.
Thugmus hits Brown mold for 47 physical, 4 darkness, 6 mind, 36 physical (93 total damage).
Thugmus killed Brown mold!
Resting starts...
Rested for 11 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
Resting starts...
Talent Rush is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 19 turns (stop reason: at exit).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Thugmus deactivates Precise Strikes.