














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 14 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Voritta the elven warrior at level 10 on the 10th Dusk 122nd year of Ascendancy at 10:07 2 / 3Killed by enthralled slave at level 12 on the 11st Haze 122nd year of Ascendancy at 09:13 Killed by wretchling at level 14 on the 43rd Haze 122nd year of Ascendancy at 10:01 |
| Antimagic | Follower |
Primary Stats
| Strength | 18 (base 16) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 45 (base 36) |
| Cunning | 30 (base 26) |
Resources
| Life | 347/347 |
| Equilibrium | 58 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 0.25815217391304 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 32 |
| Crit Chance | 12% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Temporal | +9% |
| Blight | +9% |
| Nature | +27% |
| Fire | +3% |
| All | +0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +5% |
| Nature | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 17 |
| Ranged Defense | 24 |
| Fatigue | 8 |
| Physical Save | 21 |
| Spell Save | 22 |
| Mental Save | 28 |
Defense: Resistances
| Acid | 5%( 70%) |
| Blight | 2%( 70%) |
| Arcane | 5%( 70%) |
| Cold | 10%( 70%) |
| All | 0%( 70%) |
| Darkness | 0%( 70%) |
| Light | 9%( 70%) |
| Temporal | 9%( 70%) |
| Lightning | 18%( 70%) |
| Physical | 15%( 70%) |
| Fire | 14%( 70%) |
| Nature | 13%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Strength stat. |
| 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 501% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Slime | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Willpower by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved Willpower by +2. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
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. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * &039;t worry if it dissolves. Just don&039; * &039; * You&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITELIGHT_GREEN039;ve found the needed green worm. * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. * You& | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner&Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+3 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| Quiver | high-capacity pouch of iron shots (36/36, 13.5-16.2 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 36 When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
| On head | linen wizard hat &039; (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Armour: +2 Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% physical A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Tool | Toxinquill [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +18% nature / +3% fire It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
| On fingers | steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
| In main hand | nature&Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 64% Wil, 32% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +4% nature / +2% acid Disease immunity: +13% Equilibrium when hit: +0.80 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Balurim the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +10% blight / +10% temporal Changes damage: +9% blight / +9% temporal Maximum life: +34.00 A belt that goes around your waist. |
| In off hand | Urthiledig the vined mindstar (4.5-4.95 power, 27 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 56% Wil, 24% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% cold / +9% light / +5% arcane Changes damage: +4% acid Spell save: +6 (+3 eff.) Blindness immunity: +10% Equilibrium when hit: +0.80 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Arthadogund (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+6 eff.) Ranged Defense: +9 (+5 eff.) Physical save: +12 (+6 eff.) Blindness immunity: +10% Confusion immunity: +10% Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | volcanic cured leather armour of the deep (2 def, 12 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+2 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +5% acid / +14% fire / +7% cold / +15% physical Allows you to breathe in: water A suit of armour made of leather. |
Inventory
iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold A suit of armour made of mail. |
3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Slaimeri the Thalore Oozemancer level 8
1st Summertide 122nd year of Ascendancy at 08:03 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Slaimeri the Thalore Oozemancer level 10
7th Dusk 122nd year of Ascendancy at 11:55 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Slaimeri the Thalore Oozemancer level 11
41st Dusk 122nd year of Ascendancy at 23:20 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Slaimeri the Thalore Oozemancer level 11
28th Dusk 122nd year of Ascendancy at 12:32 see stats
Log
You gain 11.91 gold from the transmogrification of ash wand of conjuration &039; [power 151] (10 cooldown).
You gain 1.35 gold from the transmogrification of grounding dwarven-steel helm of constitution (+3) (0 def, 4 armour).
You gain 0.48 gold from the transmogrification of stabilizing iron helm (0 def, 3 armour).
You gain 2.76 gold from the transmogrification of scholar&LASTLASTDaimostir (0 def, 1 armour).
You gain 2.42 gold from the transmogrification of insulating rough leather belt of the giants.
You gain 1.87 gold from the transmogrification of cleansing steel mail armour of clarity (2 def, 6 armour).
You gain 4.06 gold from the transmogrification of verdant woollen robe (0 def, 0 armour).
You gain 0.61 gold from the transmogrification of slimy woollen robe (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of vined mindstar (5-5.5 power, 18 apr, nature damage).
You gain 2.95 gold from the transmogrification of flaming dwarven-steel dagger of phasing (16.5-21.45 power, 11 apr).
You gain 0.50 gold from the transmogrification of steel dagger (13-16.9 power, 6 apr).
You gain 2.57 gold from the transmogrification of steel waraxe of paradox (13-18.2 power, 3 apr).
You gain 1.87 gold from the transmogrification of steel waraxe of dampening (10.5-14.7 power, 3 apr).
You gain 1.44 gold from the transmogrification of acidic steel waraxe of massacre (21.5-30.1 power, 3 apr).
You gain 12.50 gold from the transmogrification of Crooked Club (25-35 power, 4 apr).
You gain 4.02 gold from the transmogrification of balanced steel longsword of erosion (12.5-17.5 power, 3 apr).
You gain 20.00 gold from the transmogrification of Spectral Blade (24-38.4 power, 25 apr).
You gain 2.82 gold from the transmogrification of hateful dwarven-steel greatmaul of massacre (46-69 power, 2 apr).
You gain 3.58 gold from the transmogrification of balanced steel greatmaul (28-42 power, 2 apr).
You gain 6.51 gold from the transmogrification of infernal ash starstaff of fate (15-18 power, 3 apr, light element).
You gain 15.63 gold from the transmogrification of ash vilestaff &039; (15-18 power, 3 apr, fire element).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (resist 18%; cure physical).
You gain 0.98 gold from the transmogrification of regeneration infusion (heal 162 over 5 turns).
There is an exit to the worldmap here (press &039; or right click to use).
Saving game...
Saving done.
Slaimeri deactivates Mitosis.
Slaimeri deactivates Antimagic Shield.
Slaimeri deactivates Psiblades.










































































