









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Better Item Description 1.7.4This 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 6 / 16% |
Size | medium |
Lifes / Deaths | Killed by orc warrior at level 1 on the 16th Voratun 122nd year of Ascendancy at 12:49 2 / 1 |
Primary Stats
Strength | 25 (base 21) |
Dexterity | 8 (base 10) |
Constitution | 15 (base 10) |
Magic | 17 (base 19) |
Willpower | 20 (base 17) |
Cunning | 10 (base 10) |
Resources
Life | 226/226 |
Mana | 137/180 |
Equilibrium | 15 |
Healing Factor | 1.0460311219418 |
Regeneration | 0.26150778048544 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 35 |
Accuracy | 24 |
Crit Chance | 2% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 24 |
Crit Chance | 2% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 26.551211628464 (73.607947236566%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 40 |
Physical Save | 19 |
Spell Save | 12 |
Mental Save | 10 |
Defense: Resistances
Lightning | + 21%( 70%) |
Temporal | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
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 / Eldritch shield | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Vines |
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% lightning A suit of armour made of metal plates. |
In main hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +3 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Inventory
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master Power 13.5 - 21.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+5 eff.) Disarm- +28% Massive two-handed swords. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +12% nature ----- def ----- Resists +18% nature +7% all Spell.save +16 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
Achievements
By Benar the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 20:30 see stats
Log
Stone Vine from Benar hits Dremling for 14 nature, 9 arcane (23 total damage).
Melee retaliation hits Benar for 1 physical, 1 physical (3 total damage).
Benar hits Dremling for 32 physical, 25 physical (57 total damage).
Bleeding from Dremling hits Benar for 5 physical damage.
The demonic soul releases a burst of fire around dremling!
Stone Vine from Benar hits Dremling for 14 nature, 9 arcane (23 total damage).
Demonic Soul hits Dremling for 26 fire damage.
The demonic soul releases a burst of fire around dremling!
Melee retaliation hits Benar for 1 physical, 1 physical (3 total damage).
Demonic Soul hits Dremling for 26 fire damage.
Benar hits Dremling for 30 physical damage.
Benar killed Dremling!
Bleeding from Dremling hits Benar for 7 physical damage.
Bleeding from Dremling hits Benar for 7 physical damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Bleeding from Dremling hits Benar for 7 physical damage.
Bleeding from Dremling hits Benar for 7 physical damage.
Bleeding from Dremling hits Benar for 7 physical damage.
Benar stops bleeding.
Resting starts...
Rested for 25 turns (stop reason: all resources and life at maximum).