









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
Addons | 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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Archmage |
Level / Exp | 17 / 60% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 12 on the 20th Dusk 122nd year of Ascendancy at 06:47 0 / 6Killed by slaver at level 13 on the 50th Haze 122nd year of Ascendancy at 18:07 Killed by Blood Master at level 13 on the 51st Haze 122nd year of Ascendancy at 04:52 Killed by Blood Master at level 13 on the 51st Haze 122nd year of Ascendancy at 05:26 Killed by skeleton archer at level 14 on the 72nd Haze 122nd year of Ascendancy at 07:22 Killed by Minotaur of the Labyrinth at level 17 on the 14th Regrowth 123rd year of Ascendancy at 11:00 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 13 (base 12) |
Magic | 53 (base 44) |
Willpower | 39 (base 33) |
Cunning | 16 (base 11) |
Resources
Life | -5/270 |
Mana | 44/159 |
Healing Factor | 1.3245901639344 |
Regeneration | 0.33114754098361 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -18.794877946738% |
Spell | 0% |
Global | +96.153846153846% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
See Stealth | 5.8683322308477 |
See Invisible | 13.639062262025 |
Offense: Mainhand
Damage | 22 |
Accuracy | 10 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Fire | +21% |
Acid | +7% |
Light | +4% |
Cold | +7% |
Darkness | +9% |
Physical | +6% |
Mind | +11% |
Nature | +11% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 22 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 29 |
Mental Save | 37 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 33%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Light | + 5%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 16%( 70%) |
Physical | + 12%( 70%) |
Fire | + 15%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 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 821% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 166 damage for 4 turns. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Thunderstorm |
talent | Arcane Shield |
talent | Arcane Power |
talent | Feather Wind |
talent | Keen Senses |
talent | Shielding |
talent | Blur Sight |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | Reduces global action speed by 4%. Slow |
beneficial effect | The mana surge engulfs the target, regenerating 4.00 mana per turn. Surging mana |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by WHAT ARE YOU AIMING AT?. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 closed 0 wormhole(s). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. | 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 within9 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) Mind.save +12 (+5 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- misc Light +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 | ![]() 2.0 T1 head armor [Ego++] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.crit +1% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +7% mind Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.psi +11.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex dps ---------- Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light ---------- misc Infravis +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +7% acid +6% physical +9% darkness +6% fire +7% cold Res.pen +25% darkness Melee Ret 8 arcane ----- def ----- Resists +12% acid +12% physical +10% fire +5% arcane +13% cold ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+4 eff.) Resists +12% darkness +12% temporal Phys.save +6 (+3 eff.) Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 Dmg.mod +6% mind Res.pen +10% blight Melee Ret 12 mind On Hit (Melee): * 20% chance to disease ----- def ----- Resists +9% mind ---------- misc Mana/turn +0.20 Max.mana +27.00 Amulets can have magical properties. |
Inventory
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+2 eff.) Res.pen +10% mind ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% nature +12% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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
By WHAT ARE YOU AIMING AT? the Cornac Archmage level 13
19th Haze 122nd year of Ascendancy at 05:09 see stats
By WHAT ARE YOU AIMING AT? the Cornac Archmage level 10
8th Mirth 122nd year of Ascendancy at 08:57 see stats
By WHAT ARE YOU AIMING AT? the Cornac Archmage level 10
1st Summertide 122nd year of Ascendancy at 08:25 see stats
By WHAT ARE YOU AIMING AT? the Cornac Archmage level 13
51st Haze 122nd year of Ascendancy at 06:32 see stats
By WHAT ARE YOU AIMING AT? the Cornac Archmage level 13
50th Haze 122nd year of Ascendancy at 09:28 see stats
Log
Thunderstorm hits Minotaur of the Labyrinth for 9 lightning damage.
Thunderstorm hits Cutpurse for 9 lightning damage.
Flameshock is still on cooldown for 1 turns.
WHAT ARE YOU AIMING AT? casts Fireflash.
Minotaur of the Labyrinth uses Sunder Armour.
WHAT ARE YOU AIMING AT? shrugs off the effect 'Sunder Armour'!
Minotaur of the Labyrinth shatters WHAT ARE YOU AIMING AT? shield!
The fabric of space around WHAT ARE YOU AIMING AT? stabilizes to normal.
WHAT ARE YOU AIMING AT? teleports some damage to Minotaur of the Labyrinth!
Minotaur of the Labyrinth hits WHAT ARE YOU AIMING AT? for 80 physical, (9 teleported), 0 cold (80 total damage).
Minotaur of the Labyrinth hits Minotaur of the Labyrinth for 9 teleported damage.
WHAT ARE YOU AIMING AT? hits Minotaur of the Labyrinth for 4 mind, 3 arcane, 4 fire (11 total damage).
WHAT ARE YOU AIMING AT?'s Fireflash hits WHAT ARE YOU AIMING AT? for 43 fire damage.
WHAT ARE YOU AIMING AT?'s Fireflash hits Cutpurse for 45 fire damage.
WHAT ARE YOU AIMING AT?'s Fireflash hits Minotaur of the Labyrinth for 46 fire damage.
WHAT ARE YOU AIMING AT?'s Fireflash hits Cutpurse for 50 fire damage.
Thunderstorm hits Cutpurse for 8 lightning damage.
Thunderstorm hits Minotaur of the Labyrinth for 8 lightning, 8 lightning (15 total damage).
Thunderstorm hits Cutpurse for 7 lightning, 7 lightning (14 total damage).
WHAT ARE YOU AIMING AT? casts Flame.
Minotaur of the Labyrinth is on fire!
WHAT ARE YOU AIMING AT? hits Minotaur of the Labyrinth for 49 fire damage.
Cutpurse uses Infusion: Movement.
Cutpurse is moving freely.
WHAT ARE YOU AIMING AT? slows down.
Minotaur of the Labyrinth is moving less freely.
Minotaur of the Labyrinth uses Sunder Arms.
Saving game...