Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! ZOmnibus Addon Pack 1.2.0Combines 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Archer |
Level / Exp | 12 / 3% |
Size | medium |
Lifes / Deaths | Killed by Velovena the human citizen at level 6 on the 5th Mirth 122nd year of Ascendancy at 18:13 0 / 5Killed by ritch flamespitter at level 11 on the 10th Dusk 122nd year of Ascendancy at 13:33 Killed by war hound at level 12 on the 11st Dusk 122nd year of Ascendancy at 15:38 Killed by ritch flamespitter at level 12 on the 11st Dusk 122nd year of Ascendancy at 17:02 Killed by war hound at level 12 on the 11st Dusk 122nd year of Ascendancy at 17:29 |
Primary Stats
Strength | 22 (base 19) |
Dexterity | 39 (base 37) |
Constitution | 16 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 12) |
Cunning | 14 (base 12) |
Resources
Life | -26/252 |
Stamina | 131/138 |
Healing Factor | 1.35 |
Regeneration | 0.3375 |
Speed
Mental | -7.5471698113208% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 54 |
Accuracy | 59 |
Crit Chance | 27% |
APR | 26 |
Speed | 0.87 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 16.1 |
Crit Chance | 6% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 20.575 |
Ranged Defense | 21.575 |
Fatigue | 8 |
Physical Save | 26.5875 |
Spell Save | 19.625 |
Mental Save | 25.5125 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Inscriptions (3/3)
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 222 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Field control | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Aim |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved physical save by +4. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Equipment
Quiver | Mayidhenor the Hellhue (19/21, 21.5-30.1 power, 7 apr) Mayidhenor the Hellhue (19/21, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Fire Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 21 On weapon crit: * wounds the target Damage (Ranged): +5 bleed Burst (radius 1) on hit: +12 fire Arrows are used with bows to pierce your foes to death. |
On hands | Kihek (2 def, 1 armour) Kihek (2 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Defense: +2 Ranged Defense: +2 Changes stats: +3 Str Changes resistances: +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Galikalthondil the rough leather cap (0 def, 1 armour) Galikalthondil the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +11 Stamina each turn: +0.40 Healing mod.: +5% A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
On fingers | Nightdeath the steel ring Nightdeath the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% darkness / +3% light Changes resistances penetration: +15% darkness Spell save: +10 Maximum stamina: +13.00 Rings can have magical properties. |
Around neck | grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
In main hand | ash longbow 'Blindbrand' ash longbow 'Blindbrand'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +11 Changes stats: +2 Con Changes resistances: +3% light Talent mastery: +0.10 Wild-gift / Fungus Talent cooldown: Steady Shot (-2 turns) Light radius: +1 It can be used to regenerate 60 life over 5 turns, placing all other charms into a 20 cooldown. Longbows are used to shoot arrows at your foes. |
Main armor | Vorywe the cured leather armour (2 def, 4 armour) Vorywe the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 11 physical Changes stats: +1 Cun Changes resistances: +15% acid / +5% mind Critical mult.: +5.00% Mental save: +12 A suit of armour made of leather. |
Light source | Grinydar the brass lantern Grinydar the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Mental save: +8 Mental crit. chance: +2% Light radius: +2 See stealth: +6 See invisible: +6 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. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
dwarven-steel greatsword 'Cuthekath' (50.5-80.8 power, 2 apr) dwarven-steel greatsword 'Cuthekath' (50.5-80.8 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to daze When wielded/worn: Accuracy: +13 Changes stats: +8 Str / +2 Dex / +5 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +9% lightning Changes damage: +12% physical Stun/Freeze immunity: +5% Stamina when hit: +0.84 Only die when reaching: -20.00 life Massive two-handed swords. |
Delegozor the cured leather sling Delegozor the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +1 Str / +4 Cun / +1 Con Changes resistances penetration: +13% physical Changes damage: +9% acid Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Hublek (0 def, 3 armour)Hublek (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Con Changes resistances: +3% mind / +6% blight Pinning immunity: +5% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.7 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. 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. Gutta (0 def, 1 armour)Gutta (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +3 Mag Changes damage: +7% arcane See invisible: +9 Metal gloves protecting the hands up to the middle of the lower arm. |
Voremira the dwarven-steel helm (0 def, 4 armour) Voremira the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +2 Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +2 Str Changes resistances: +9% nature / +11% blight Maximum encumbrance: +20 Life regen: +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1) 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, 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. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
By lil hoagies the Cornac Archer level 10
3rd Dusk 122nd year of Ascendancy at 21:20 see stats
By lil hoagies the Cornac Archer level 10
5th Dusk 122nd year of Ascendancy at 01:03 see stats
Log
Talent Steady Shot is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Rapid Shot is ready to use.
Talent Infusion: Wild is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
Saving done.
Lil hoagies activates Aim.
You are sent back to the material plane!
Lil hoagies uses Steady Shot.
Lil hoagies's Steady Shot hits Ritch flamespitter for 85 fire, 1 physical, 6 fire (91 total damage).
Lil hoagies's Steady Shot hits Vorymille the polar bear for 8 fire damage.
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
War hound hits lil hoagies for 94 physical damage.
Ritch flamespitter hits lil hoagies for 92 fire damage.
lil hoagies hits War hound for 11 physical damage.
Deep Wound from Lil hoagies hits Ritch flamespitter for 12 physical damage.
Bleeding from Lil hoagies hits Ritch flamespitter for 2 physical damage.
Talent Steady Shot is ready to use.
Bleeding from Lil hoagies hits War hound for 1 physical damage.
Lil hoagies shoots!
Lil hoagies's Shoot hits Ritch flamespitter for 28 fire, 1 physical, 6 fire (34 total damage).
Deep Wound from Lil hoagies hits Vorymille the polar bear for 14 physical damage.
Bleeding from Lil hoagies hits Vorymille the polar bear for 1 physical damage.
Saving game...