Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Opt-in Adventurers Parties 1.0.1Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ignore Race/Class Locks 1.0.1Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Auto-Transmo Gems 1.0.1Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Show All Tabs By Default 1.0.1A small fix to equipment/inventory and store dialogs: the first time one is opened after loading a game, it will open with all inventory types selected rather than just weapons. Later invocations will remember the tabs selected in previous invocations, as per standard game behavior. Also available as part of the Bugnibus Bugfix Pack. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 34 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 34 on the 1st Summertide 122nd year of Ascendancy at 02:20 / 1 |
Primary Stats
| Strength | 66 (base 60) |
| Dexterity | 73 (base 60) |
| Constitution | 69 (base 60) |
| Magic | 67 (base 60) |
| Willpower | 66 (base 60) |
| Cunning | 69 (base 60) |
Resources
| Life | -47/950 |
| Mana | 165/173 |
| Stamina | 299/299 |
| Positive | 0/149 |
| Healing Factor | 1 |
| Regeneration | 21.1 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +33.190595394395% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 9 |
| See Stealth | 34.381623696637 |
| See Invisible | 51.452945766322 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 63 |
| Crit Chance | 38% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53.865739217474 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44.6 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Blight | +4% |
| Physical | +10% |
| Fire | +19% |
| Darkness | +3% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +5% |
| Physical | +50% |
Defense: Base
| Armour (hardiness) | 37.511010558865 (30%) |
| Defense | 22.525 |
| Ranged Defense | 33.471568388413 |
| Fatigue | 0 |
| Physical Save | 46.583333333333 |
| Spell Save | 64.3875 |
| Mental Save | 36.625 |
Defense: Resistances
| Darkness | + 20%( 70%) |
| Acid | + 18%( 70%) |
| Mind | + 20%( 70%) |
| Temporal | + 24%( 70%) |
| Blight | + 36%( 70%) |
| All | + 15%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Confusion Resistance | 42% |
| Instadeath Resistance | 100% |
| Blind Resistance | 55% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 288 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: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 200 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 315 life. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed maiming | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Stone Skin |
| talent | Fiery Hands |
| talent | Keen Senses |
| talent | Inner Power |
| talent | Crystalline Focus |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Premonition |
| talent | Arcane Combat |
| talent | Arcane Feed |
| detrimental effect | Huge cut that bleeds, doing 72.77 physical damage per turn. Bleeding |
| beneficial effect | Reduces blight damage received by 25%. Premonition Shield |
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. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * '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.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Agrimley the hermit needs your help making an elixir of explosive force. 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 giant spider spinneret. * You've found the needed red crystal shard. | active |
Equipment
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Tolathel the Dourreeve Tolathel the DourreeveInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% darkness Changes damage: +3% darkness Mental save: +6 Confusion immunity: +22% Rings can have magical properties. |
| On fingers | Festergore the steel ring Festergore the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 nature / 2 fire Damage when the wearer is hit: 4 nature Changes resistances: +6% nature / +6% fire Changes damage: +9% fire Blindness immunity: +25% See stealth: +11 See invisible: +12 Rings can have magical properties. |
| On feet | miner's pair of dwarven-steel boots (0 def, 10 armour) miner's pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Main armor | rejuvenating hardened leather armour (3 def, 6 armour) rejuvenating hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Life regen: +4.40 Stamina each turn: +1.10 A suit of armour made of leather. |
| On hands | Xerema the dwarven-steel gauntlets (0 def, 2 armour) Xerema the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +7 Armour: +2 Changes stats: +3 Cun / +7 Dex Maximum encumbrance: +20 Life regen: +0.20 It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Earysin EarysinCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 17 dreamforge Damage when the wearer is hit: 16 mind / 18 dreamforge Changes resistances: +6% mind / +6% fire Changes resistances penetration: +5% mind Blindness immunity: +30% Confusion immunity: +20% Psi each turn: +0.10 Light radius: +11 See stealth: +12 See invisible: +13 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Drikalthohad the Bleakcast (0 def, 3 armour) Drikalthohad the Bleakcast (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Damage when the wearer is hit: 4 acid Changes resistances: +3% acid Changes resistances penetration: +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | stralite greatsword of paradox (50-80 power, 3 apr) stralite greatsword of paradox (50-80 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +6 temporal When wielded/worn: Damage when the wearer is hit: 6 temporal Changes resistances: +10% temporal Massive two-handed swords. |
Inventory
This item will automatically be transmogrified when you leave the level. Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage)Bolbum's Big Knocker (64-76.8 power, 10 apr, physical damage) Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +10 Attack speed: 100% When wielded/worn: Accuracy: +7 Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 Spell crit. chance: +18% A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level. spiked stralite plate armour of resilience (7 def, 13 armour)spiked stralite plate armour of resilience (7 def, 13 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Damage when the wearer is hit: 12 physical Maximum life: +38.00 A suit of armour made of metal plates. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 118 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Victory the Cornac Arcane Blade level 34
6th Mirth 122nd year of Ascendancy at 23:47 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Victory the Cornac Arcane Blade level 34
6th Mirth 122nd year of Ascendancy at 23:11 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Victory the Cornac Arcane Blade level 10
75th Pyre 122nd year of Ascendancy at 23:02 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Victory the Cornac Arcane Blade level 20
78th Pyre 122nd year of Ascendancy at 17:03 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Victory the Cornac Arcane Blade level 30
5th Mirth 122nd year of Ascendancy at 21:36 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Victory the Cornac Arcane Blade level 34
6th Mirth 122nd year of Ascendancy at 23:47 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Victory the Cornac Arcane Blade level 34
6th Mirth 122nd year of Ascendancy at 23:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Victory the Cornac Arcane Blade level 23
1st Mirth 122nd year of Ascendancy at 22:56 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Victory the Cornac Arcane Blade level 27
5th Mirth 122nd year of Ascendancy at 18:58 see stats
Log
Elven mage's Shock hits Elven guard for 137 lightning damage.
Elven guard is dazed!
Elven mage is on fire!
Elven mage casts Grace of the Eternals.
Elven mage speeds up.
Elven warrior's Secrets of the Eternals has been disrupted by anti-magic forces!
Victory hits Elven mage for 217 physical, 6 temporal, 2 nature, 8 mind, 5 fire, 38 fire, 16 lightning (292 total damage).
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Elven mage's spell attains critical power!
Victory starts to bleed.
Elven mage's Earthen Missiles hits Victory for 146 physical, 24 physical (171 total damage).
Burning from Victory hits Elven mage for 2 fire damage.
Elven mage's Earthen Missiles hits Victory for 146 physical, 24 physical (171 total damage).
Bleeding from Elven mage hits Victory for 62 physical damage.
Elven mage's Earthen Missiles hits Victory for 78 physical, 13 physical (92 total damage).
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Elven guard is not dazed anymore.
Elven guard starts to bleed.
Elven mage's Earthen Missiles hits Elven guard for 93 physical, 15 physical (108 total damage).
Elven mage's Earthen Missiles hits Elven guard for 93 physical, 15 physical (108 total damage).
Elven mage's Earthen Missiles hits Elven guard for 173 physical, 29 physical (202 total damage).
Elven guard casts Grace of the Eternals.
Elven guard speeds up.
Elven blood mage casts Blood Grasp.
Victory casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saving game...
