Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.4.8Donators/Buyers bonus! Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Wyrmic |
| Level / Exp | 2 / 91% |
| Size | big |
| Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
| Strength | 21 (base 15) |
| Dexterity | 9 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 17 (base 19) |
| Cunning | 12 (base 10) |
Resources
| Life | 165/165 |
| Stamina | 120/120 |
| Equilibrium | 15 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 17 |
| Crit Chance | 6% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 12 |
| Ranged Defense | 14 |
| Fatigue | 9 |
| Physical Save | 11 |
| Spell Save | 10 |
| Mental Save | 10 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Wild Growth |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Equipment
| On feet | [vs. pair of iron boots of uncanny dodging (2 def, 3 armour) (On feet)] pair of iron boots of uncanny dodging (2 def, 3 armour)pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +2 (+2 eff.) (-) Ranged Defense: +2 (+2 eff.) (-) Fatigue: +2% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around waist | [vs. blurring rough leather belt of carrying (Around waist)] blurring rough leather belt of carryingblurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+9 eff.) (-) Fatigue: -4% (-) Stealth bonus: +5 (-) Maximum encumbrance: +20 (-) A belt that goes around your waist. |
| Main armor | [vs. rough leather armour (1 def, 2 armour) (Main armor)] rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) A suit of armour made of leather. |
| On head | [vs. iron helm of strength (+2) (0 def, 3 armour) (On head)] iron helm of strength (+2) (0 def, 3 armour)iron helm of strength (+2) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 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. |
| Cloak | [vs. resilient linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] resilient linen cloak of Iron Throne (1 def, 0 armour)resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | [vs. flaming iron greatsword (16.5-26.4 power, 1 apr) (In main hand)] flaming iron greatsword (16.5-26.4 power, 1 apr)flaming iron greatsword (16.5-26.4 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +9(-) fire Massive two-handed swords. |
Inventory
[vs. flaming iron greatsword (16.5-26.4 power, 1 apr) (In main hand)] iron battleaxe (13.5-20.25 power, 1 apr)iron battleaxe (13.5-20.25 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3(-3.0 - -6.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-) Physical crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-9) fire Massive two-handed battleaxes. |
[vs. flaming iron greatsword (16.5-26.4 power, 1 apr) (In main hand)] iron greatmaul of projection (17.5-26.25 power, 1 apr)iron greatmaul of projection (17.5-26.25 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3(+1.0 - -0.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +10 mind Burst (radius 1) on hit: +0(-9) fire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
[vs. flaming iron greatsword (16.5-26.4 power, 1 apr) (In main hand)] iron waraxe (11-15.4 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron waraxe (11-15.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(-5.5 - -11.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (+1) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-9) fire One-handed war axes. |
[vs. flaming iron greatsword (16.5-26.4 power, 1 apr) (In main hand)] iron waraxe (12.5-17.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron waraxe (12.5-17.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5(-4.0 - -8.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (+1) Physical crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-9) fire One-handed war axes. |
[vs. blurring rough leather belt of carrying (Around waist)] blurring rough leather beltThis item will automatically be transmogrified when you leave the level. blurring rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+9 eff.) (-) Fatigue: +0% (+4%) Stealth bonus: +6 (+1) Maximum encumbrance: +0 (-20) A belt that goes around your waist. |
[vs. rough leather armour (1 def, 2 armour) (Main armor)] rough leather armour (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) A suit of armour made of leather. |
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. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 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. |
zircon zircon0.00 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
Groomboo uses Stunning Blow.
Mean looking elven guard is stunned!
Groomboo hits Mean looking elven guard for 30 physical, 8 fire (38 total damage).
Mean looking elven guard hits Groomboo for 11 fire damage.
Mean looking elven guard hits Groomboo for 5 physical, 2 fire (7 total damage).
Groomboo tries to swallow Mean looking elven guard!
Groomboo hits Mean looking elven guard for 51 nature, 8 fire (60 total damage).
Mean looking elven guard hits Groomboo for 4 fire damage.
Mean looking elven guard hits Groomboo for 7 physical, 2 fire (9 total damage).
Groomboo hits Mean looking elven guard for 18 physical, 8 fire (26 total damage).
Mean looking elven guard hits Groomboo for 4 fire damage.
Mean looking elven guard hits Groomboo for 7 physical, 2 fire (9 total damage).
Groomboo misses Mean looking elven guard.
Mean looking elven guard is not stunned anymore.
Mean looking elven guard misses Groomboo.
Groomboo hits Mean looking elven guard for 26 physical damage.
Mean looking elven guard hits Groomboo for 11 fire damage.
Groomboo killed Mean looking elven guard!
Resting starts...
Talent Stunning Blow is ready to use.
Talent Wing Buffet is ready to use.
Talent Swallow is ready to use.
Rested for 74 turns (stop reason: all resources and life at maximum).
Groomboo deactivates Wild Growth.
