






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! Prodigious 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 | Reaver |
Level / Exp | 5 / 63% |
Size | medium |
Lifes / Deaths | Killed by Xanoldakira the great wolf at level 5 on the 77th Pyre 122nd year of Ascendancy at 01:11 / 1 |
Primary Stats
Strength | 19 (base 17) |
Dexterity | 11 (base 11) |
Constitution | 10 (base 10) |
Magic | 20 (base 20) |
Willpower | 11 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -19/177 |
Vim | 152/161 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 20 |
Accuracy | 18 |
Crit Chance | 1% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 18 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 7 |
Physical Save | 10 |
Spell Save | 10 |
Mental Save | 8 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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: 16 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 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
Corruption / Scourge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Willful Tormenter |
beneficial effect | The target is recovering 14 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 |
Equipment
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 17 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Main armor | ![]() 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 main hand | ![]() Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Blunt and deadly. |
In off hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
Light source | ![]() 2.00 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
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +24% Disease immunity: +22% Amulets can have magical properties. |
![]() Requires: - Magic 11 Powered by arcane forces 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% darkness Talent granted: +1 Command Staff Physical save: +5 (+5 eff.) Spell save: +5 (+5 eff.) Mental save: +6 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
![]() Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% acid / +7% fire / +7% cold / +7% lightning Spell save: +5 (+5 eff.) One-handed war axes. |
![]() rough leather armour of cold resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str 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: 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (17 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Xanoldakira the great wolf hits Mexus for 26 physical, 5 darkness (31 total damage).
Bleeding from Mexus hits Xanoldakira the great wolf for 15 physical damage.
Mexus is recovering from the damage!
Xanoldakira the great wolf hits Mexus for 21 physical, 5 darkness (26 total damage).
Mexus overcomes the gloom.
Talent Infusion: Healing is ready to use.
Mexus receives 14 healing.
Bleeding from Mexus hits Xanoldakira the great wolf for 15 physical damage.
Xanoldakira the great wolf hits Mexus for 25 physical, 6 darkness (31 total damage).
Mexus uses Infusion: Healing.
Mexus receives 50 healing from Infusion: Healing.
Xanoldakira the great wolf resists the mind attack!
Xanoldakira the great wolf hits Mexus for 6 physical, 6 physical (13 total damage).
Mexus hits Xanoldakira the great wolf for 11 physical, 3 mind, 8 physical (22 total damage).
Talent Infusion: Wild is ready to use.
Mexus receives 14 healing.
Bleeding from Mexus hits Xanoldakira the great wolf for 15 physical damage.
Xanoldakira the great wolf hits Mexus for 26 physical, 6 darkness (32 total damage).
Mexus misses Xanoldakira the great wolf.
Xanoldakira the great wolf hits Mexus for 6 physical damage.
Mexus hits Xanoldakira the great wolf for 8 physical damage.
Xanoldakira the great wolf hits Mexus for 36 physical, 6 darkness (42 total damage).
Mexus receives 14 healing.
Bleeding from Mexus hits Xanoldakira the great wolf for 15 physical damage.
Xanoldakira the great wolf performs a melee critical strike against Mexus!
Mexus is no longer being stalked by Xanoldakira the great wolf.
Saving game...