
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
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! Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Online Indicator 1.0.6An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Wyrmic |
Level / Exp | 10 / 2% |
Size | small |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 10 on the 2nd Dusk 122nd year of Ascendancy at 13:51 / 1 |
Primary Stats
Strength | 30 (base 28) |
Dexterity | 8 (base 10) |
Constitution | 12 (base 11) |
Magic | 10 (base 10) |
Willpower | 45 (base 30) |
Cunning | 16 (base 10) |
Resources
Life | -1/219 |
Stamina | 244/244 |
Equilibrium | 46 |
Healing Factor | 1 |
Regeneration | 12.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 40 |
Accuracy | 21 |
Crit Chance | 6% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 29.95 |
Crit Chance | 3% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 30.3 (66.666666666667%) |
Defense | 1.3 |
Ranged Defense | 1.3 |
Fatigue | 13 |
Physical Save | 14.7 |
Spell Save | 19.25 |
Mental Save | 25.675 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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 / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Wild Growth |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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
On feet | miner's pair of iron boots of tirelessness (0 def, 8 armour) miner's pair of iron boots of tirelessness (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 It can be used to activate talent Flamespit (costing 8 power out of 5/24) : Effective talent level: 3.0 Power cost: 8 out of 5/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
On head | 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 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
Tool | iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 2/60. This azure ring seems to be always moist to the touch. |
On fingers | psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Rings can have magical properties. |
Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Main armor | impenetrable steel mail armour (2 def, 13 armour) impenetrable steel mail armour (2 def, 13 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 Fatigue: +14% A suit of armour made of mail. |
In main hand | iron battleaxe of massacre (22-33 power, 1 apr) iron battleaxe of massacre (22-33 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 Light radius: +5 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. |
Inventory
teleportation rune (range 21) teleportation rune (range 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
arcing iron mace of phasing (12.5-17.5 power, 9 apr) arcing iron mace of phasing (12.5-17.5 power, 9 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +12% Damage (Melee): +5 lightning Blunt and deadly. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
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. |
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. |
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. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Dragonblood the Yeek Wyrmic level 10
7th Flare 122nd year of Ascendancy at 07:16 see stats
By Dragonblood the Yeek Wyrmic level 10
7th Flare 122nd year of Ascendancy at 07:18 see stats
By Dragonblood the Yeek Wyrmic level 9
5th Flare 122nd year of Ascendancy at 22:36 see stats
Log
Dragonblood hits Forest Troll Hedge-Wizard for 61 fire damage.
Dragonblood's corrosive acid area effect hits Forest Troll Hedge-Wizard for 19 acid damage.
Dragonblood hits Forest Troll Hedge-Wizard for 61 fire damage.
Forest Troll Hedge-Wizard casts Manathrust.
Forest Troll Hedge-Wizard hits Dragonblood for 87 arcane damage.
Dragonblood's corrosive acid area effect hits Forest Troll Hedge-Wizard for 19 acid damage.
Dragonblood hits Forest Troll Hedge-Wizard for 61 fire damage.
Forest Troll Hedge-Wizard casts Rune: Reflection Shield.
A shield forms around Forest Troll Hedge-Wizard.
Forest Troll Hedge-Wizard hits Dragonblood for 2 physical damage.
Forest Troll Hedge-Wizard reflects damage back to Dragonblood!
Forest Troll Hedge-Wizard hits Dragonblood for 19 reflected damage.
Dragonblood's corrosive acid area effect hits Forest Troll Hedge-Wizard for (19 absorbed), 0 acid (0 total damage).
Dragonblood brandishes the Vargh Redemption, calling forth the might of the oceans!
Dragonblood stops regenerating health quickly.
Forest Troll Hedge-Wizard is knocked back!
Forest Troll Hedge-Wizard reflects damage back to Dragonblood!
Forest Troll Hedge-Wizard hits Dragonblood for 19 reflected, 10 reflected, 10 reflected (39 total damage).
Dragonblood's cold repulsion area effect hits Forest Troll Hedge-Wizard for (10 absorbed), 0 cold, (10 absorbed), 0 physical (0 total damage).
Dragonblood's corrosive acid area effect hits Forest Troll Hedge-Wizard for (19 absorbed), 0 acid (0 total damage).
Dragonblood uses Infusion: Regeneration.
Dragonblood starts regenerating health quickly.
Talent Acidic Spray is ready to use.
Forest Troll Hedge-Wizard casts Manathrust.
Forest Troll Hedge-Wizard hits Dragonblood for 87 arcane damage.
Saving game...