Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | 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:
Items Vault 1.2.0Donators/Buyers bonus! Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.0.6Combines 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Solipsist |
| Level / Exp | 5 / 5% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 3 / 0 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 18 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 30 (base 27) |
| Cunning | 14 (base 14) |
Resources
| Life | 126/138 |
| Psi | 134/138 |
| Psi_feedback | 0/100 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 7 |
| Accuracy | 22 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 22 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.05 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 6.3 |
| Ranged Defense | 6.3 |
| Fatigue | 2 |
| Physical Save | 18.6 |
| Spell Save | 13.3 |
| Mental Save | 15.4 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thought-Form: Warrior |
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
| On feet | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] miner's pair of rough leather boots (0 def, 5 armour)miner's pair of rough leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +5 Fatigue: +1% Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Infravision radius: +1 A pair of boots made of leather. Tap to cycle through comparison choices |
| Light source | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) 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. Tap to cycle through comparison choices |
| On head | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] rough leather cap of strength (+3) (0 def, 1 armour)rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes stats: +3 Str Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A cap made of leather. Tap to cycle through comparison choices |
| Tool | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] quick ash wand of clairvoyance [power 9] (4 cooldown)quick ash wand of clairvoyance [power 9] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
| On fingers | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] copper ring of lightning (+22%)copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes resistances: +22% lightning Changes damage: +11% lightning / +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Rings can have magical properties. Tap to cycle through comparison choices |
| In main hand | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage)horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 2(-) mind / 3(-) darkness Changes damage: +3%(-) mind / +2%(-) darkness Mindpower: +1 (-) Mental crit. chance: +1% (-) 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. Tap to cycle through comparison choices |
| In off hand | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] mossy mindstar (3-3.3 power, 12 apr, nature damage)mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+0.5 - +0.6) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +1 (-) Mental crit. chance: +1% (-) 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. Tap to cycle through comparison choices |
| Cloak | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] enveloping linen cloak of Iron Throne (7 def, 0 armour)enveloping linen cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +7 Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes stats: +1 Str / +2 Con Changes damage: +0%(-3%) mind / +0%(-2%) darkness Physical save: +6 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
| Main armor | [vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] Bikini (0 def, 0 armour)Bikini (0 def, 0 armour) 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! Tap to cycle through comparison choices |
Inventory
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] regeneration infusion of the wizard (heal 92 over 5 turns)regeneration infusion of the wizard (heal 92 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 92 life over 5 turns. Its effects scale with your Magic stat. 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] spinelspinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Defense: +2 Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Physical save: +2 Spell save: +2 Mental save: +2 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] 2 ametrine2 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-2%) darkness / +0%(-3%) mind / +2% all Spell crit. chance: +1% Mindpower: +0 (-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% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] 2 citrine2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to recall the user to the worldmap, 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. Tap to cycle through comparison choices |
[vs. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (In main hand, 1 of 2)] quick elm totem of cure ailments [power 1] (7 cooldown)quick elm totem of cure ailments [power 1] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage when hit (Melee): 0(-2) mind / 0(-3) darkness Changes damage: +0%(-3%) mind / +0%(-2%) darkness Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 7 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
Achievements
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By takasan the Dwarf Solipsist level 5
19th Voratun 122nd year of Ascendancy at 10:46 see stats
Log
Takasan picks up (b.): acidic iron waraxe (10-14 power, 2 apr).
Takasan picks up (b.): balanced iron greatsword of massacre (24.5-39.2 power, 1 apr).
Takasan picks up (d.): rough leather cap (0 def, 1 armour).
Takasan picks up (f.): iron plate armour (3 def, 7 armour).
Takasan is affected by the glimmerstone!
Takasan picks up (d.): linen cloak (1 def, 0 armour).
There is a The Iron Council (Dwarven empire main city) here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Takasan wears: rough leather cap of strength (+3) (0 def, 1 armour).
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Thought-Form: Warrior
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
You gain 3.00 gold from the transmogrification of Coral Spray (8 def, 8 armour, 48 block).
You gain 1.00 gold from the transmogrification of iron plate armour (3 def, 7 armour).
You gain 1.00 gold from the transmogrification of iron plate armour (3 def, 7 armour).
You gain 0.10 gold from the transmogrification of rough leather cap (0 def, 1 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 0.96 gold from the transmogrification of acidic iron waraxe (10-14 power, 2 apr).
You gain 1.90 gold from the transmogrification of balanced iron greatsword of massacre (24.5-39.2 power, 1 apr).
Quest 'Reknor is lost!' status updated! (Press 'j' to see the quest log)
Quest 'Reknor is lost!' is done! (Press 'j' to see the quest log)
Accepted quest 'From bellow, it devours'! (Press 'j' to see the quest log)
Accepted quest 'Into the darkness'! (Press 'j' to see the quest log)
Quest 'Reknor is lost!' completed! (Press 'j' to see the quest log)
There is a Escape route from Reknor here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Personal New Achievement: Squadmate!
