









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: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Archmage |
Level / Exp | 10 / 81% |
Size | medium |
Lifes / Deaths | Killed by Gloruba the bandit at level 10 on the 10th Mirth 122nd year of Ascendancy at 23:21 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 12 (base 10) |
Magic | 34 (base 34) |
Willpower | 24 (base 24) |
Cunning | 11 (base 11) |
Resources
Life | -4/206 |
Mana | 139/233 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 13 |
Accuracy | 5 |
Crit Chance | 7% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Nature | +20% |
Lightning | +13% |
Arcane | +3% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 20 |
Mental Save | 12 |
Defense: Resistances
Acid | + 13%( 70%) |
Light | + 17%( 70%) |
Nature | + 32%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 23% |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 failed to protect the injured seer from death by Ennria. Escort: injured seer (level 3 of Trollmire) | failed |
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 |
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 |
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 explored the expanse and closed all three wormholes. | done |
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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 other ------- 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Defense +1 (+1 eff.) Resistance +16% nature A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +12% acid +6% nature +3% arcane Ignore resists +10% arcane defense ------ Resistance +11% nature +3% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +3% nature +6% mind On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +3% lightning Ignore resists +5% lightning Ignore Armor +6 defense ------ Armor +2 Defense +2 (+2 eff.) Resistance +7% all Physical save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 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 +3 (+2 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +4.0% Ignore resists +5% lightning defense ------ Defense +7 (+7 eff.) Resistance +6% acid Physical save +5 (+3 eff.) 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 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% light +14% darkness Blind Resist +23% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 3 light, 3 fire, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +3% mind Mind save +3 (+3 eff.) other ------- Masteries +0.12 Spell/Arcane Amulets make your neck look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 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 +3 (+2 eff.) Damage +10% light defense ------ Armor +3 Hardiness +2% Physical save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+9 eff.) defense ------ Defense +9 (+9 eff.) Disarm Resist +29% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 107.64 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Life +20.00 Life Regen +2.80 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +2 (+2 eff.) defense ------ Resistance +6% lightning +5% temporal Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +3% cold Ignore resists +5% fire defense ------ Armor +1 Resistance +6% cold +6% fire other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +6% mind When Hit 2 mind On-Hit (Melee): * 20% chance to reduce armor by 26% defense ------ Armor +3 Fatigue +2% Resistance +3% mind other ------- Stamina/turn +0.30 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: offense ------ Damage +6% cold Ignore resists +5% darkness +5% cold When Hit 6 fire defense ------ Armor +3 Fatigue +2% Resistance +3% cold Silence Resist +20% Confus Resist +20% Stun Resist +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% physical defense ------ Armor +11 Fatigue +5% Resistance +9% fire Unlife -20.00 life other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.25 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 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. |
Achievements
By Ennria the Cornac Archmage level 10
8th Mirth 122nd year of Ascendancy at 16:07 see stats
By Ennria the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 03:51 see stats
Log
Ennria casts Lightning.
Ennria hits Thief for 110 lightning damage.
Thief misses Ennria.
Thief hits Ennria for (13 to time), 0 physical, (5 to time), 0 darkness (0 total damage).
The fabric of time around Ennria stabilizes to normal.
The powerful time-altering energies generate a restoration field on Ennria.
Ennria casts Manathrust.
Ennria hits Thief for 89 arcane damage.
Ennria killed Thief!
Gloruba the bandit uses Heartseeker.
Gloruba the bandit deactivates Stealth.
Ennria slows down.
Gloruba the bandit hits Ennria for 43 physical, 23 physical (66 total damage).
Ennria receives 7 healing from Temporal Restoration Field.
Ennria casts Chain Lightning.
Gloruba the bandit is recovering from the damage!
Gloruba the bandit uses Flurry.
Gloruba the bandit performs a melee critical strike against Ennria!
Ennria hits Gloruba the bandit for 188 lightning damage.
Gloruba the bandit hits Ennria for 26 physical, 13 physical, 53 physical, 12 physical, 26 physical, 13 physical (143 total damage).
Talent Lightning is ready to use.
Ennria receives 7 healing from Temporal Restoration Field.
Gloruba the bandit uses Dual Strike.
Ennria shrugs off the effect 'Stunned'!
Gloruba the bandit performs a melee critical strike against Ennria!
Gloruba the bandit hits Ennria for 16 physical damage.
Ennria the level 10 cornac archmage was torn limb from limb to death by Gloruba the bandit on level 2 of Ruins of Kor'Pul.