Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dragon |
Class | Fire Drake |
Level / Exp | 7 / 38% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 24 (base 14) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 15) |
Magic | 15 (base 10) |
Willpower | 38 (base 30) |
Cunning | 12 (base 10) |
Resources
Life | 392/392 |
Fury | 80/80 |
Stamina | 133/133 |
Equilibrium | 30 |
Healing Factor | 1.17375 |
Regeneration | 6.7490625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Barehand
Damage | 14 |
Accuracy | 13 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 6 (32%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Darkness | + 7%( 70%) |
Fire | + 30%(100%) |
Blight | + 15%( 70%) |
Physical | + 7%( 70%) |
Cold | + 31%( 70%) |
All | + 1%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (0/0)
Class Talents
Wild-heart / Mighty Wings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Snarling Beast | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-heart / Fiery Breath | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-heart / Savaging Claws | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-heart / Natural Combat | 1.00 |
| 0/10 |
| 0/10 |
| 1/10 |
| 1/10 |
| 1/10 |
| 0/10 |
| 1/10 |
| 1/10 |
Wild-heart / Noble Animal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/10 |
| 0/10 |
| 0/10 |
| 1/10 |
Wild-heart / Hoarding Beast | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Dragon Brood | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Ego / Dragon | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-heart / Dragon Scales | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Boldly and Fiercely |
talent | Fire Beacon |
Quests
You found a strange tome stitched with dragonhide and fire dragon scales. It eminates a vivid warmth... A Tale of DragonsAfter a rather clumsy encounter with the disembodied dragon, you learned she knows the secrets of a dragon's power. However, judging from her tone and choice of words, it seems she is only really going to teach you how to raise drakelings better... You've agreed to be taught, and now she is insisting that you diligently read her works... Welp, get to that! You have completed Enghryza's beginner exam. You are on the way to greatness! You have completed Enghryza's advanced exam. It feels like you know so much already! You have completed Enghryza's expert exam and graduated from her school! There is little you don't know about Dragoneering now! | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Luck by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Luck by +5. | 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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - You are to visit Kor'pul and investigate the spectral activity within. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: The Dragons WithinWith that said, you have become a Fire Drake. What could this possibly mean...? *** The "Dragoneer" - You received a strange red book stitched with dragon's scales. It eminates an incredibly intense aura of fiery power... - Parting the book, you discovered the spirit of a dragon named "Enghryza" is trapped within. Though she is haughty towards you, she seems desperate to pass on the secret art of "Dragoneering" and INSISTS upon teaching it to you. Most disturbingly, she seems to know more about you than she lets on... *** Family Little incarnations of yourself? You have produced "children" which speak and behave with an air of familiarity towards your past. Keep on listening... * Huuloc: The haughty and foolhardy This one speaks with an air of majesty and pride. You sense that it represents someone who was proud to you. What could this mean? - He speaks much about being your equal-- Though, it seems he does not understand his own size... * Isovau: The wise and prudent This one speaks with nothing but wisdom and prudence. There might be something to this-- Someone who, perhaps, provided you with great consol? - She is having strange dreams. She insists that, one day, you might suddenly die-- But isn't at all certain. * Drenng: The temperamental and brave This one speaks with great fury and ferocity. Why is this one so angry always? Were you or someone else angry in the past? - He is greatly frustrated by being your underling. He insists that, one day, he will outdo you. | active |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Light source | ![]() 2.00 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. |
Decoration slot | ![]() 0.00 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. |
Decoration slot | ![]() 0.00 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. |
Decoration slot | ![]() 0.00 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. |
Decoration slot | ![]() 0.00 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. |
Decoration slot | ![]() 0.00 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. |
Decoration slot | ![]() 0.00 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. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / book It can be used to part the tome and read its contents. This strange, dragonhide-skinned book eminates great warmth and a powerful aura... |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() shimmering elm magestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +33.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.92 cold damage and 5.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 0.00 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. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
Log
Feomathar misses Giant venus flytrap.
Huuloc breathes dragonfire!
Feomathar is invigorated.
Huuloc hits Giant venus flytrap for 37 fire damage.
Feomathar receives 57 fire nurturing from Huuloc.
Giant venus flytrap hits Feomathar for 10 physical damage.
Poison from Giant venus flytrap hits Feomathar for 16 nature damage.
Giant venus flytrap is on fire!
Feomathar hits Giant venus flytrap for 16 physical, (16 total damage).
Feomathar is looking fierce!
Dragon Burns from Feomathar hits Giant venus flytrap for 7 fire damage.
Dragon Burns from Feomathar killed Giant venus flytrap!
Poison from Giant venus flytrap hits Feomathar for 16 nature damage.
Feomathar stops being poisoned.
Resting starts...
Feomathar's invigoration fades.
Rested for 2 turns (stop reason: all resources and life at maximum).
Feomathar's fierceness fades.
Ran for 8 turns (stop reason: hostile spotted to the south (copperhead snake - offscreen)).
Feomathar deactivates Boldly and Fiercely.
Feomathar deactivates Fire Beacon.
Isovau deactivates Fire Beacon.
Huuloc deactivates Fire Beacon.
Drenng deactivates Fire Beacon.