Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Ashes of Urh'Rok 1.2.4Official 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:
Talent Point Planner 1.1.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Shadowblade |
| Level / Exp | 2 / 36% |
| Size | small |
| Lifes / Deaths | Killed by naga nereid at level 2 on the 75th Pyre 122nd year of Ascendancy at 08:06 / 1 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 11 (base 13) |
| Constitution | 5 (base 10) |
| Magic | 16 (base 16) |
| Willpower | 16 (base 10) |
| Cunning | 17 (base 13) |
Resources
| Life | -4/88 |
| Mana | 88/136 |
| Stamina | 98/98 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 17 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 17 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 1.35 |
| Ranged Defense | 1.35 |
| Fatigue | 6 |
| Physical Save | 5.25 |
| Spell Save | 11.2 |
| Mental Save | 11.55 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| 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. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Shadow Combat |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You must explore the ritch tunnels. | active |
Equipment
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
| In off hand | iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
| In main hand | iron dagger (11-14.3 power, 5 apr) iron dagger (11-14.3 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
This item will automatically be transmogrified when you leave the level. balanced iron greatmaul (19.5-29.25 power, 1 apr)balanced iron greatmaul (19.5-29.25 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +9 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron mace (13-18.2 power, 2 apr)iron mace (13-18.2 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. rough leather sling of lightningrough leather sling of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 lightning When wielded/worn: Changes damage: +8% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. acidic coral trident (12.5-20 power, 6 apr)acidic coral trident (12.5-20 power, 6 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. arcing coral trident of phasing (14-22.4 power, 13 apr)arcing coral trident of phasing (14-22.4 power, 13 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +16% Damage (Melee): +7 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. flaming blue-steel trident of massacre (28-44.8 power, 8 apr)flaming blue-steel trident of massacre (28-44.8 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. flaming coral trident (12.5-20 power, 6 apr)flaming coral trident (12.5-20 power, 6 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. hateful coral trident (12-19.2 power, 6 apr)hateful coral trident (12-19.2 power, 6 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.0 - 19.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
iron waraxe of phasing (12-16.8 power, 7 apr) iron waraxe of phasing (12-16.8 power, 7 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.5 - 11.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of fire resistance (2 def, 4 armour)spiked iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +15% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron shield of acid resistance (+16%) (4 def, 2 armour, 15 block)iron shield of acid resistance (+16%) (4 def, 2 armour, 15 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
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 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Holuo The Shadowy casts Rune: Manasurge.
Your nonexistant mana regeneration rate is unaffected by the rune.
Holuo The Shadowy is caught by a water siphon!
Ran for 4 turns (stop reason: taken damage).
Holuo The Shadowy shrugs off the effect 'Pinned to the ground'!
Holuo The Shadowy picks up (p.): zircon.
Water siphon hits Holuo The Shadowy for 4 physical damage.
Naga nereid hits Holuo The Shadowy for 7 physical damage.
Holuo The Shadowy hits Naga nereid for 18 physical, 7 darkness, 7 physical, 7 darkness (40 total damage).
Naga nereid uses Spit Poison.
Holuo The Shadowy is poisoned!
Naga nereid hits Holuo The Shadowy for 13 nature damage.
Poison from Naga nereid hits Holuo The Shadowy for 13 nature damage.
Holuo The Shadowy misses Naga nereid.
Holuo The Shadowy hits Naga nereid for 8 physical, 7 darkness (15 total damage).
Naga nereid uses Mind Sear.
Naga nereid hits Holuo The Shadowy for 30 mind damage.
Poison from Naga nereid hits Holuo The Shadowy for 13 nature damage.
Holuo The Shadowy uses Infusion: Wild.
Holuo The Shadowy stops being poisoned.
Holuo The Shadowy is cured!
Holuo The Shadowy lessens the pain.
Holuo The Shadowy casts Phase Door.
Naga nereid uses Telekinetic Blast.
Saving game...
