Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Stone Wardens DLC Class 1.0.0 No Rare Monsters Addon 0.9.43 No NPC Aggro 1.0.0 Online Indicator 1.0.0 Ignore Race/Class Locks 1.0.0 No Reloading 1.0.0 Items Vault 1.0.0 ZOmnibus Addon Pack 1.0.0 Inscription Tweaks 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Brawler |
Level / Exp | 2 / 88% |
Size | small |
Lifes / Deaths | Killed by electric eel at level 2 on the 75th Pyre 122nd year of Ascendancy at 15:36 0 / 3Killed by Murgol, the Yaech Lord at level 2 on the 76th Pyre 122nd year of Ascendancy at 04:34 Killed by Murgol, the Yaech Lord at level 2 on the 76th Pyre 122nd year of Ascendancy at 06:54 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 12 (base 14) |
Constitution | 10 (base 15) |
Magic | 13 (base 10) |
Willpower | 16 (base 10) |
Cunning | 17 (base 13) |
Resources
Life | -1/130 |
Stamina | 70/118 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Barehand
Damage | 7 |
Accuracy | 20 |
Crit Chance | 3% |
APR | 1 |
Speed | 0.60 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +4% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 2.7 |
Ranged Defense | 2.7 |
Fatigue | 8 |
Physical Save | 7 |
Spell Save | 10.15 |
Mental Save | 11.55 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 35% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
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
On feet | miner's pair of iron boots (0 def, 7 armour) miner's pair of iron boots (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +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 | 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. |
On hands | rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 60% Damage when this weapon hits: +4 arcane Burst (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Inventory
duelist's clearing infusion (cure magical, mental) duelist's clearing infusion (cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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: 11.5 - 16.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 80% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 60% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
quick elm wand of trap destruction [power 15] (11 cooldown) quick elm wand of trap destruction [power 15] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to try to disarm any known traps in a line (disarm power 15), placing all other charms into a 11 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Talent Double Strike is ready to use.
Murgol, the Yaech Lord misses Reginald Q. Milquetoast I.
Reginald Q. Milquetoast I throws two quick punches.
Reginald Q. Milquetoast I misses Murgol, the Yaech Lord.
Reginald Q. Milquetoast I hits Murgol, the Yaech Lord for 2 physical, 5 arcane damage (total 5.73).
Talent Infusion: Regeneration is ready to use.
Reginald Q. Milquetoast I is no longer pinned.
Reginald Q. Milquetoast I uses Infusion: Regeneration.
Reginald Q. Milquetoast I starts regenerating health quickly.
Murgol, the Yaech Lord misses Reginald Q. Milquetoast I.
Murgol, the Yaech Lord is not stunned anymore.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Ink squid projects ink!
Reginald Q. Milquetoast I loses sight!
Murgol, the Yaech Lord misses Reginald Q. Milquetoast I.
Reginald Q. Milquetoast I hits Murgol, the Yaech Lord for 4 physical, 5 arcane damage (total 7.33).
Double Strike is still on cooldown for 1 turns.
Talent Double Strike is ready to use.
Talent Dominant Will is ready to use.
Talent Double Strike is ready to use.
Saving done.
Saving done.
Saving game...