







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Anorithil |
Level / Exp | 9 / 90% |
Size | medium |
Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 19:38 0 / 5Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 21:16 Killed by Forest Troll Hedge-Wizard at level 9 on the 73rd Dusk 122nd year of Ascendancy at 21:06 Killed by Forest Troll Hedge-Wizard at level 9 on the 73rd Dusk 122nd year of Ascendancy at 22:44 Killed by Vorelaith the skeleton mage at level 9 on the 37th Haze 122nd year of Ascendancy at 00:08 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 15 (base 10) |
Magic | 38 (base 33) |
Willpower | 10 (base 10) |
Cunning | 23 (base 23) |
Resources
Life | -17/250 |
Positive | 64/74 |
Negative | 64/74 |
Healing Factor | 1.0460311219418 |
Regeneration | 0.26150778048544 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 14 |
Accuracy | 4 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Darkness | 0% |
Fire | +30% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Defense: Base
Armour (hardiness) | 13 (60%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 9 |
Spell Save | 21 |
Mental Save | 11 |
Defense: Resistances
Arcane | + 12%( 70%) |
Cold | + 17%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 445% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 |
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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 the fox. 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.' * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 |
Equipment
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats Str +1, Con +2 defense ------ Crit Resistance 10.00% other ------- Stamina/turn +1.00 Max stamina +10.00 Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats Con +3, Mag +3 offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats Mag +2 offense ------ Damage +18% fire Ignore resists +10% arcane defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold 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 | ![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+2 eff.) Damage +9% lightning, +12% fire +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 11 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Armor +4 Defense +5 (+5 eff.) Resistance +3% blight, +6% nature Spell save +6 (+3 eff.) Cut Resist +10% Disarm Resist +21% Blunt and deadly. |
![]() 3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Rare] Psionic Weapon Damage 22.0 - 26.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 11 Projectile Speed +200% On-ranged-hit +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 43 physical damage While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +10% mind defense ------ Resistance +10% mind, +7% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Psionic While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% mind Mind save +11 (+10 eff.) A suit of armour made of mail. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% defense ------ Armor +3 Defense +10 (+10 eff.) Fatigue +1% Physical save +11 (+11 eff.) Unlife -40.00 life A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire, +9% cold Healmod +5% Poison Resist +10% Silence Resist +10% other ------- See Invisibility +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Cun +2 offense ------ Accuracy +4 (+4 eff.) defense ------ Resistance +6% blight, +3% cold +6% nature, +3% temporal Spell save +6 (+3 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +1 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Flintania the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 19:16 see stats
By Flintania the Cornac Anorithil level 6
8th Flare 122nd year of Ascendancy at 15:30 see stats
Log
A shield forms around Flintania.
Neronor the copperhead snake hits Flintania for 2 nature damage.
Layuma the skeleton warrior deactivates Grim Shadow.
Vorelaith the skeleton mage's Beyond the Flesh hits Flintania for (14 absorbed), 0 physical, (6 absorbed), 0 physical (0 total damage).
Vorelaith the skeleton mage uses Telekinetic Smash.
Vorelaith the skeleton mage performs a melee critical strike against Flintania!
Flintania is crippled.
Flintania slows down.
Flintania is poisoned!
Your shield crumbles under the damage!
The shield around Flintania crumbles.
Flintania is freed from the rigor mortis.
Talent Command Staff is ready to use.
Talent Twilight is ready to use.
Talent Healing Light is ready to use.
Vorelaith the skeleton mage hits Flintania for (11 absorbed), 0 physical, (4 absorbed), 0 light, (6 absorbed), 0 physical, (22 absorbed), 0 physical, (6 absorbed), 0 physical (0 total damage).
Poison from Neronor the copperhead snake hits Flintania for 2 nature damage.
Deadly Poison from Neronor the copperhead snake hits Flintania for (2 absorbed), 5 nature (5 total damage).
Bleeding from Neronor the copperhead snake hits Flintania for 16 physical damage.
Neronor the copperhead snake hits Flintania for (25 absorbed), 0 physical, (20 absorbed), 0 physical (0 total damage).
Flintania misses Neronor the copperhead snake.
Vorelaith the skeleton mage casts Manathrust.
Neronor the copperhead snake performs a melee critical strike against Flintania!
Flintania is jolted to attention by the damage and is no longer being beckoned.
Flintania is no longer beckoned.
Flintania's Infusion: Movement is disrupted by her wounds!
Neronor the copperhead snake hits Flintania for 42 physical, 20 physical (62 total damage).
Vorelaith the skeleton mage's Manathrust hits Flintania for 27 arcane damage.
Vorelaith the skeleton mage's Beyond the Flesh hits Flintania for 9 physical, 6 physical (15 total damage).
Flintania the level 9 cornac anorithil was mana-torn to death by Vorelaith the skeleton mage on level 1 of Ruins of Kor'Pul.