









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Male |
Race | Yeek |
Class | Oozemancer |
Level / Exp | 9 / 85% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 525 (base 25) |
Dexterity | 525 (base 25) |
Constitution | 525 (base 25) |
Magic | 525 (base 25) |
Willpower | 525 (base 25) |
Cunning | 525 (base 25) |
Resources
Life | 1000090/1000090 |
Equilibrium | 28 |
Healing Factor | 2.2115107913669 |
Regeneration | 2211510.7913669 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 20 |
Lite | 22 |
Infravision | 20 |
See Stealth | 100000 |
See Invisible | 10000 |
Offense: Mainhand
Damage | 547 |
Accuracy | 1997 |
Crit Chance | 310% |
APR | 10040 |
Speed | 1.00 |
Offense: Offhand
Damage | 471 |
Accuracy | 1997 |
Crit Chance | 310% |
APR | 10029 |
Speed | 1.00 |
Offense: Spell
Spellpower | 319 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 640 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Fire | +12% |
Light | +10% |
Defense: Base
Armour (hardiness) | 10001 (100%) |
Defense | 1993 |
Ranged Defense | 1993 |
Fatigue | 0 |
Physical Save | 636 |
Spell Save | 636 |
Mental Save | 637 |
Defense: Resistances
Lightning | + 21%( 70%) |
Light | + 30%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 5%( 70%) |
Fire | + 70%( 70%) |
Cold | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
Class Talents
Wild-gift / Oozing blades | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Mitosis |
talent | Psiblades |
beneficial effect | You gain 497% resistance against fire. Resolve |
Quests
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 the naga invader, Lady Nashva. * 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 | active |
Equipment
On hands | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +6 Physical power: +5 (+0 eff.) Armour: +1 Changes resistances: +5% blight Spell save: +8 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Changes resistances: +6% fire / +6% cold Critical mult.: +5.00% A belt that goes around your waist. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% fire Changes damage: +12% fire Mental save: +16 (+0 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 65% Wil, 28% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +34 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +7 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 56% Wil, 19% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +23 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +21% lightning / +6% temporal Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] 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 (339 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
![]() Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() restful copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets can have magical properties. |
![]() insidious iron greatmaul (19-28.5 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +14 insidious poison Massive two-handed mauls. |
![]() shimmering elm starstaff of might (10-12 power, 2 apr, temporal element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +31.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() spiked iron plate armour of acid resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +16% acid A suit of armour made of metal plates. |
![]() barbed quiver of elm arrows of erosion (17/17, 11-15.4 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon crit: * wounds the target for 7 turns: 133 bleeding, 126% reduced healing Damage (Ranged): +9 bleed / +9 nature / +11 temporal Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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, 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Yick the Yeek Oozemancer level 3
74th Pyre 122nd year of Ascendancy at 14:12 see stats
By Yick the Yeek Oozemancer level 3
2nd Mirth 122nd year of Ascendancy at 01:20 see stats
By Yick the Yeek Oozemancer level 3
74th Pyre 122nd year of Ascendancy at 14:12 see stats
By Yick the Yeek Oozemancer level 3
74th Pyre 122nd year of Ascendancy at 14:12 see stats
Log
Yick hits Green worm mass for 880 nature damage.
Ritch flamespitter hits Yick for 6 fire damage.
Yick killed Green worm mass!
Yick performs a melee critical strike against Green worm mass!
You collect a new ingredient: green worm (1).
Yick performs a melee critical strike against Green worm mass!
Ritch flamespitter spits flames!
Yick's mind surges with critical power!
Yick is invigorated by the attack!
Yick hits Green worm mass for 924 nature damage.
Ritch flamespitter hits Yick for 6 fire damage.
Yick killed Green worm mass!
Ritch flamespitter misses Yick.
Yick performs a melee critical strike against Ritch flamespitter!
You collect a new ingredient: ritch stinger (1).
Yick performs a melee critical strike against Ritch flamespitter!
Yick hits Ritch flamespitter for 930 nature damage.
Yick killed Ritch flamespitter!
Yick performs a melee critical strike against Giant carpenter ant!
Yick performs a melee critical strike against Giant carpenter ant!
Yick hits Giant carpenter ant for 905 nature damage.
Yick killed Giant carpenter ant!
Yick deactivates Mitosis.
Yick is no longer attuned.
Yick deactivates Psiblades.