Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Draconians 1.0.4 Items Vault 1.0.3 Adventurer Starting Items 1.0.4 Infinite Farportal 1.0.4 Double Sided Weapons 1.0.1 Ignore Race/Class Locks 1.0.4 Wights 1.0.4 Starting prodigy 1.0.4 Extra Dungeons 1.0.4 No Race-based Exp Penalties 1.0.4 Marauder Improvements 1.0.4 Turtle race 1.0.4 |
Campaign | Infinite Farportal |
Mode | Normal Adventure |
Sex | Male |
Race | Draconian |
Class | Wyrmic |
Level / Exp | 15 / 63% |
Size | medium |
Lifes / Deaths | Killed by ungolmor at level 15 on the 75th Pyre 122nd year of Ascendancy at 05:48 4 / 2Killed by Scrozac at level 15 on the 75th Pyre 122nd year of Ascendancy at 06:13 |
Primary Stats
Strength | 50 (base 39) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 16) |
Magic | 17 (base 10) |
Willpower | 41 (base 29) |
Cunning | 14 (base 10) |
Resources
Life | 415/415 |
Stamina | 220/220 |
Equilibrium | 0 |
Healing Factor | 1.1 |
Regeneration | 5.775 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 111 |
Accuracy | 24 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 33.15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 32.4 (60%) |
Defense | 13.05 |
Ranged Defense | 13.05 |
Fatigue | 29 |
Physical Save | 27.1 |
Spell Save | 21.65 |
Mental Save | 27.625 |
Defense: Resistances
Mind | + 8%( 70%) |
Light | + 30%( 70%) |
Cold | + 4%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
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. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed weapons | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom 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 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Draconian | 1.10 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress can support: 499 more runs. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one green worm. Try to get any knots out before returning. Wear gloves.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
Equipment
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Ring of Deception Ring of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: jewelry / ring When wielded/worn: Physical power: +12 Spellpower: +12 Mindpower: +12 A black ring, with subtle illusion enchantments flowing around it. |
Main armor | impenetrable dwarven-steel plate armour of command (12 def, 20 armour) impenetrable dwarven-steel plate armour of command (12 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +12 Fatigue: +24% Changes stats: +2 Cun Mental save: +13 A suit of armour made of metal plates. |
On hands | brawler's rough leather gloves of the juggernaut (0 def, 1 armour) brawler's rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Dex / +2 Cun / +2 Con Talent cooldown: Double Strike (-1 turn) Physical save: +9 Spell save: +3 Mental save: +3 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | bladed iron helm of might (0 def, 3 armour) bladed iron helm of might (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 Armour: +3 Fatigue: +5% Changes stats: +5 Str / +3 Con Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 183.10 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. Learning this talent allows you to dual wield one-handed weapons. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | voratun greatsword of the mystic (61-97.6 power, 4 apr) voratun greatsword of the mystic (61-97.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil / +5 Mag Spellpower: +8 Massive two-handed swords. |
Inventory
This item will automatically be transmogrified when you leave the level. Crackletaint (10-12 power, 2 apr, darkness damage)Crackletaint (10-12 power, 2 apr, darkness damage) 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: 100% Mag Damage type: Darkness Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +4 lightning / +8 blight Burst (radius 2) on crit: +4 lightning When wielded/worn: Damage when the wearer is hit: 4 lightning Changes resistances: +3% blight Changes damage: +10% darkness / +6% blight Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. enveloping linen cloak of stability (7 def, 0 armour)enveloping linen cloak of stability (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Physical save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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
By Scrozac the Draconian Wyrmic level 10
74th Pyre 122nd year of Ascendancy at 11:08 see stats
Log
Scrozac misses ungolmor.
Scrozac hits ungolmor for 3 physical, 6 cold damage (total 8.76).
Ungolmor hits Scrozac for 39 nature damage.
Scrozac hits ungolmor for 62 physical damage.
Scrozac hits ungolmor for 3 physical, 6 cold damage (total 8.76).
Ungolmor hits Scrozac for 35 nature damage.
Ungolmor killed Scrozac!
Scrozac the level 15 draconian wyrmic was splurged to death by an ungolmor on level 1 of Arorin.
You have 4 life(s) left.
Scrozac deactivates Icy Skin.
Scrozac deactivates Berserker.
Scrozac meditates on nature.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Infusion: Regeneration is ready to use.
Talent Death Dance is ready to use.
Talent Infusion: Wild is ready to use.
Talent Ice Claw is ready to use.
Talent Ice Breath is ready to use.
Talent Icy Skin is ready to use.
Saving done.
Saving done.
Saving game...