
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Easy Exploration |
| Sex | Female |
| Race | Yeek |
| Class | Cursed |
| Level / Exp | 3 / 21% |
| Size | small |
| Lifes / Deaths | Killed by Ritch Great Hive Mother at level 3 on the 78th Pyre 122nd year of Ascendancy at 17:56 / 10Killed by Ritch Great Hive Mother at level 3 on the 78th Pyre 122nd year of Ascendancy at 20:21 Killed by ritch flamespitter at level 3 on the 78th Pyre 122nd year of Ascendancy at 21:29 Killed by Ritch Great Hive Mother at level 3 on the 78th Pyre 122nd year of Ascendancy at 23:21 Killed by Ritch Great Hive Mother at level 3 on the 79th Pyre 122nd year of Ascendancy at 01:07 Killed by Ritch Great Hive Mother at level 3 on the 79th Pyre 122nd year of Ascendancy at 02:29 Killed by Ritch Great Hive Mother at level 3 on the 79th Pyre 122nd year of Ascendancy at 04:17 Killed by Ritch Great Hive Mother at level 3 on the 79th Pyre 122nd year of Ascendancy at 06:09 Killed by Ritch Great Hive Mother at level 3 on the 79th Pyre 122nd year of Ascendancy at 08:21 Killed by Ritch Great Hive Mother at level 3 on the 79th Pyre 122nd year of Ascendancy at 12:49 |
Primary Stats
| Strength | 12 (base 15) |
| Dexterity | 8 (base 10) |
| Constitution | 8 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 20) |
| Cunning | 14 (base 10) |
Resources
| Life | 122/122 |
| Hate | 84/100 |
| Healing Factor | 0.92517701400851 |
| Regeneration | 0.23129425350213 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 8 |
| Accuracy | 15 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.2 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 2.3 |
| Ranged Defense | 2.3 |
| Fatigue | 6 |
| Physical Save | 12 |
| Spell Save | 16.9 |
| Mental Save | 13.3 |
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: 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
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gloom |
| 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 |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You must explore the ritch tunnels. | active |
Equipment
| 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 Fatigue: +6% A suit of armour made of leather. |
| On head | stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Physical save: +5 A pointy cloth hat, very wizardly... |
| Light source | 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. |
| Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Spell save: +5 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 | iron waraxe of massacre (12.5-17.5 power, 2 apr) (Nightmares) iron waraxe of massacre (12.5-17.5 power, 2 apr) (Nightmares)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Curse of Nightmares One-handed war axes. |
Inventory
iron battleaxe (9-13.5 power, 1 apr) (Corpses) iron battleaxe (9-13.5 power, 1 apr) (Corpses)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 9.0 - 13.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
slime-covered iron dagger of massacre (9.5-12.35 power, 5 apr) (Corpses) slime-covered iron dagger of massacre (9.5-12.35 power, 5 apr) (Corpses)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +4 slime Curse of Corpses Sharp, short and deadly. |
balanced iron waraxe of erosion (8-11.2 power, 2 apr) (Corpses) balanced iron waraxe of erosion (8-11.2 power, 2 apr) (Corpses)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +5 nature / +5 temporal When wielded/worn: Accuracy: +6 Defense: +6 Curse of Corpses One-handed war axes. |
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. |
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. |
2 citrine 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ritch Great Hive Mother hits The Black-Furred Yeek for 15 blight damage.
Green worm mass hits The Black-Furred Yeek for 3 physical damage.
Ritch Great Hive Mother hits The Black-Furred Yeek for 5 blight damage.
The Black-Furred Yeek hits ritch impaler for 4 physical damage.
Ritch impaler hits The Black-Furred Yeek for 3 blight damage.
Your hatred grows even as your life fades! (+7 hate)
Ritch Great Hive Mother hits The Black-Furred Yeek for 21 blight damage.
Ritch Great Hive Mother killed The Black-Furred Yeek!
The Black-Furred Yeek the level 3 yeek cursed was infected to death by Ritch Great Hive Mother , who incubated her eggs in the corpse, on level 3 of Ritches Tunnels.
Ritch Great Hive Mother is no longer being stalked by The Black-Furred Yeek.
The Black-Furred Yeek deactivates Gloom.
The Black-Furred Yeek deactivates Stalk.
The Black-Furred Yeek is no longer pinned.
The Black-Furred Yeek is free from the weakness disease.
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...
Resting starts...
Talent Infusion: Wild is ready to use.
Talent Gloom is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Stalk is ready to use.
Talent Dominate is ready to use.
Talent Dominant Will is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
The Black-Furred Yeek activates Gloom.
