







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows 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. ZOmnibus Addon Pack 1.7.4Combines 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: Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Wanderer |
| Level / Exp | 7 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by skeletal rat at level 7 on the 74th Pyre 122nd year of Ascendancy at 18:38 4 / 1 |
Primary Stats
| Strength | 24 (base 23) |
| Dexterity | 16 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 13 (base 12) |
| Willpower | 13 (base 12) |
| Cunning | 12 (base 12) |
Resources
| Life | -3/203 |
| Hate | 100/100 |
| Stamina | 126/126 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 0.25478815428144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 33 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 33 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
Defense: Base
| Armour (hardiness) | 11.5 (43.579428603723%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 12 |
| Physical Save | 12 |
| Spell Save | 9 |
| Mental Save | 8 |
Defense: Immunities
| Stun Resistance | 16% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 16% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Explosive admixtures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Dream Forge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On hands | [vs. sand rough leather gloves of dexterity (+3) (0 def, 6 armour) (On hands)]sand rough leather gloves of dexterity (+3) (0 def, 6 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) (-) Armour: +6 (-) Damage (Melee): 5(-) physical Changes stats: +3(-) Dex Changes damage: +3%(-) physical When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 (-) Armour Penetration: +1 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +5(-) physical Damage (radius 2) on crit: +6(-) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | [vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 3)]iron dagger of projection (10-12 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage + Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. Tap to cycle through comparison choices |
| Main armor | [vs. iron mail armour (2 def, 4 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) A suit of armour made of mail. |
| In main hand | [vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 3)]arcing iron dagger (10-12 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. Tap to cycle through comparison choices |
Inventory
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 2)]earthen elm magestaff (10-12 power, 2 apr, arcane element) 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(+0.5 - -0.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-3) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +2 (+2 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 2)]Newly picked up ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+5.5 - +5.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-2) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 2)]Newly picked up acidic iron battleaxe (14-22 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. Base power: 14.5 - 21.8(+5.0 - +9.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-4) Crit. chance: +4.5% (+0.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: + Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 2)]balanced iron greatmaul (16-24 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0(+6.5 - +11.7) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-4) Crit. chance: +0.5% (-3.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+9 eff.) Disarm immunity: +28% Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 2)]iron greatsword of daylight (16-25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8(+6.0 - +12.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-4) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +10 light Damage against: +10% Undead Massive two-handed swords. Tap to cycle through comparison choices |
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 2)]iron greatsword of massacre (24-38 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.0 - 38.4(+14.5 - +26.1) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-4) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. Tap to cycle through comparison choices |
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 3)]horrifying mossy mindstar of balance (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-7.0 - -9.6) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+7) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Damage (Melee): 4 mind / 3 darkness Changes damage: +3% mind / +2% darkness Talent granted: +1 Attune Mindstar Physical save: +3 (+3 eff.) Spell save: +3 (+3 eff.) Mental save: +3 (+3 eff.) Equilibrium when hit: +0.80 Mindpower: +2 (+2 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. arcing iron dagger (10-12 power, 5 apr) (In main hand, 1 of 3)]mossy mindstar (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-7.0 - -9.6) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+7) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+2 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]mindwoven linen robe of the mountain (+10%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Changes resistances: +7% all / +10% physical Changes damage: +10% physical Mental save: +15 (+13 eff.) Mindpower: +2 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +6% (-6%) A suit of armour made of leather. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]Newly picked up rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +6% (-6%) A suit of armour made of leather. |
[vs. iron mail armour (2 def, 4 armour) (Main armor)]iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+3) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +22% (+10%) A suit of armour made of metal plates. |
Newly picked upscholar's pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. sand rough leather gloves of dexterity (+3) (0 def, 6 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Armour: +1 (-5) Damage (Melee): 0(-5) physical Changes stats: +0(-3) Dex Changes damage: +0%(-3%) physical When used to modify unarmed attacks: Base power: 6.5 - 7.2(-1.5 - -1.7) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +1 (-4) Armour Penetration: +1 (-) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (-) When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +0(-5) physical Damage (radius 2) on crit: +0(-6) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. sand rough leather gloves of dexterity (+3) (0 def, 6 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Armour: +1 (-5) Damage (Melee): 0(-5) physical Changes stats: +0(-3) Dex Changes damage: +0%(-3%) physical When used to modify unarmed attacks: Base power: 7.5 - 8.2(-0.5 - -0.6) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +1 (-4) Armour Penetration: +1 (-) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (-) When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +0(-5) physical Damage (radius 2) on crit: +0(-6) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Log
You collect a new ingredient: warg claw (1).
Kaodvi hits Warg for 44 physical, 5 physical, 15 lightning, 16 physical (81 total damage).
Kaodvi killed Warg!
Skeletal rats appear!!
Talent Infusion: Healing is ready to use.
Skeletal rat casts Soul Rot.
Skeletal rat hits Kaodvi for 6 physical damage.
Kaodvi hits Skeletal rat for 26 physical, 5 physical, 15 physical, 5 physical (51 total damage).
Skeletal rat's Soul Rot hits Kaodvi for 25 blight damage.
Skeletal rat misses Kaodvi.
Talent Infusion: Regeneration is ready to use.
Kaodvi uses Dominate.
Skeletal rat has been dominated!
Kaodvi hits Skeletal rat for 9 mind, 5 physical (14 total damage).
Kaodvi hits Skeletal rat for 25 physical damage.
Kaodvi killed Skeletal rat!
Skeletal rat casts Soul Rot.
Skeletal rat's Soul Rot hits Kaodvi for 25 blight damage.
Kaodvi hits Skeletal rat for 33 physical damage.
Kaodvi hits Skeletal rat for 4 mind, 5 physical (9 total damage).
Kaodvi killed Skeletal rat!
Skeletal rat casts Soul Rot.
Skeletal rat's Soul Rot hits Kaodvi for 25 blight damage.
Kaodvi the level 7 higher wanderer was infected to death by a skeletal rat on level 5 of The Arena.

















































