










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 19 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 19 on the 6th Shortage 122nd year of Ascendancy at 11:27 0 / 6Killed by Horned Horror at level 19 on the 6th Shortage 122nd year of Ascendancy at 13:06 Killed by Horned Horror at level 19 on the 6th Shortage 122nd year of Ascendancy at 14:49 Killed by Horned Horror at level 19 on the 6th Shortage 122nd year of Ascendancy at 16:19 Killed by Horned Horror at level 19 on the 6th Shortage 122nd year of Ascendancy at 17:53 Killed by Horned Horror at level 19 on the 6th Shortage 122nd year of Ascendancy at 19:13 |
Primary Stats
| Strength | 41 (base 27) |
| Dexterity | 10 (base 10) |
| Constitution | 34 (base 28) |
| Magic | 8 (base 10) |
| Willpower | 56 (base 41) |
| Cunning | 18 (base 10) |
Resources
| Life | -24/813 |
| Equilibrium | 100 |
| Healing Factor | 1.305336564623 |
| Regeneration | 15.080817478302 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 21 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 3% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +15% |
| Temporal | +6% |
| All | 0% |
| Physical | +6% |
| Fire | +9% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 29 |
| Mental Save | 38 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Acid | + 21%( 70%) |
| Nature | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Cold | + 23%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Knockback Resistance | 40% |
| Confusion Resistance | 20% |
| Stun Resistance | 20% |
| Pinning Resistance | 70% |
| Poison Resistance | 50% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Adoregath the hornet swarm. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by IM A DRAGON. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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. | 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 |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Nimbusdare the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 darkness Changes resistances: +3% lightning / +6% fire / +12% cold Changes resistances penetration: +15% lightning Infravision radius: +1 A pair of boots made of leather. |
| Light source | Porodhevea the KindlestakeInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Changes resistances: +3% temporal Changes damage: +9% fire / +6% temporal Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +12% 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. |
| On head | stabilizing iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | extending ash wand of shielding [power 170] (10/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Islyth the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 6 acid Changes stats: +4 Wil Changes resistances: +6% cold / +2% physical Changes resistances penetration: +15% physical Changes damage: +6% physical Mental save: +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
| Around waist | rough leather belt 'Betalaith'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 13% Changes resistances: +6% acid Changes damage: +12% acid Maximum encumbrance: +21 A belt that goes around your waist. |
| In main hand | flaming steel greatmaul of vileness (28-42 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +12 blight Damage (radius 1) on hit: +10 fire Massive two-handed mauls. |
| On hands | restful hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Changes stats: +3 Str Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+9 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 27/50) : Effective talent level: 2.0 Power cost: 25 out of 27/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 49.70 to 149.11 lightning damage (99.41 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | Rimecrack the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes resistances: +9% lightning Changes damage: +3% acid Confusion immunity: +20% Stun/Freeze immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Malorion the Fogtrail (60-89 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +48 lightning / +41 cold When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 2 blight Changes stats: +14 Con / +12 Wil Changes resistances: +9% darkness Changes resistances penetration: +28% lightning / +16% cold / +15% blight Changes damage: +3% blight Maximum life: +142.00 Movement speed: +53% Massive two-handed battleaxes. |
iron mail armour of the deep (2 def, 6 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 after 40 turns Activation costs 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 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) Activation costs 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By IM A DRAGON the Dwarf Wyrmic level 16
11st Loss 122nd year of Ascendancy at 04:04 see stats
Exterminator
Killed 1000 creatures.By IM A DRAGON the Dwarf Wyrmic level 19
6th Shortage 122nd year of Ascendancy at 08:30 see stats
Level 10
Got a character to level 10.By IM A DRAGON the Dwarf Wyrmic level 10
18th Profit 122nd year of Ascendancy at 00:11 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By IM A DRAGON the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 21:13 see stats
The secret city
Discovered the truth about mages.By IM A DRAGON the Dwarf Wyrmic level 18
29th Loss 122nd year of Ascendancy at 07:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By IM A DRAGON the Dwarf Wyrmic level 18
4th Shortage 122nd year of Ascendancy at 10:28 see stats
Log
Horned Horror hits IM A DRAGON for 107 physical, 17 lightning, 99 physical, 17 lightning (239 total damage).
IM A DRAGON breathes acid!
Horned Horror shrugs off the effect 'Disarmed'!
IM A DRAGON hits Horned Horror for (21 flat reduction), 106 acid (106 total damage).
IM A DRAGON's corrosive acid area effect hits Horned Horror for (21 flat reduction), 14 acid (14 total damage).
Melee retaliation hits Horned Horror for (6 flat reduction), 0 acid, (16 flat reduction), 0 cold, (2 flat reduction), 0 darkness (0 total damage).
Horned Horror hits IM A DRAGON for 65 physical, 14 lightning (79 total damage).
IM A DRAGON spits acid!
IM A DRAGON hits Horned Horror for (21 flat reduction), 158 acid (158 total damage).
IM A DRAGON's corrosive acid area effect hits Horned Horror for (21 flat reduction), 14 acid (14 total damage).
IM A DRAGON instinctively hardens his skin and ignores the attack!
IM A DRAGON repels an attack from Horned Horror.
IM A DRAGON hits Horned Horror for (21 flat reduction), 59 lightning (59 total damage).
IM A DRAGON's skin returns to normal.
Horned Horror shrugs off the effect 'Corrode'!
IM A DRAGON's corrosive acid area effect hits Horned Horror for (21 flat reduction), 14 acid (14 total damage).
Horned Horror is fully armored again.
Horned Horror throws two quick punches.
Melee retaliation hits Horned Horror for (6 flat reduction), 0 acid, (16 flat reduction), 0 cold, (2 flat reduction), 0 darkness, (6 flat reduction), 0 acid, (16 flat reduction), 0 cold, (2 flat reduction), 0 darkness (0 total damage).
Horned Horror hits IM A DRAGON for 88 physical, 17 lightning, 122 physical, 17 lightning (244 total damage).
IM A DRAGON uses Ice Wall.
IM A DRAGON's corrosive acid area effect hits Horned Horror for (21 flat reduction), 14 acid (14 total damage).
IM A DRAGON stops regenerating health quickly.
Melee retaliation hits Horned Horror for (6 flat reduction), 0 acid, (16 flat reduction), 0 cold, (2 flat reduction), 0 darkness (0 total damage).
Horned Horror hits IM A DRAGON for 92 physical damage.
IM A DRAGON the level 19 dwarf wyrmic was torn limb from limb to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.





































































