Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Alchemist |
Level / Exp | 22 / 49% |
Size | medium |
Lifes / Deaths | Killed by blood mage at level 22 on the 75th Pyre 122nd year of Ascendancy at 19:44 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 20 (base 20) |
Magic | 50 (base 44) |
Willpower | 41 (base 41) |
Cunning | 10 (base 10) |
Resources
Life | -34/395 |
Mana | 29/102 |
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 | 35 |
Accuracy | 4 |
Crit Chance | 3% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41.333333333333 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 26.35 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +11% |
Arcane | +3% |
Fire | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 15.313174045938 (30%) |
Defense | 20.156587022969 |
Ranged Defense | 21.656587022969 |
Fatigue | 3 |
Physical Save | 14.85 |
Spell Save | 30.925 |
Mental Save | 20.925 |
Defense: Resistances
Lightning | + 15%( 70%) |
Nature | + 11%( 70%) |
Temporal | + 11%( 70%) |
Acid | + 15%( 70%) |
Fire | + 45%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Infusion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Stone alchemy | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Acid Infusion |
talent | Body of Fire |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target's spellpower has been increased by 3. Spellsurge |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
Quiver | 42 alchemist amethyst 42 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
On hands | rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | shielding linen wizard hat of time (+11%) (1 def, 0 armour) shielding linen wizard hat of time (+11%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Spell save: +6 A pointy cloth hat, very wizardly... |
Tool | woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 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. |
Around waist | insulating hardened leather belt of carrying insulating hardened leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +5% fire / +5% cold Maximum encumbrance: +20 A belt that goes around your waist. |
Main armor | spiked rough leather armour (topaz) (5 def, 2 armour) spiked rough leather armour (topaz) (5 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +6% Damage when the wearer is hit: 11 physical Physical save: +4 Spell save: +4 Mental save: +4 A suit of armour made of leather. |
In main hand | surging ash magestaff of power (15-18 power, 3 apr, fire damage) surging ash magestaff of power (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +11 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
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. |
Inventory
marksman's steel ring of fire (+20%) marksman's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
flaming steel battleaxe of massacre (26-39 power, 2 apr) flaming steel battleaxe of massacre (26-39 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
flaming steel greatsword of crippling (25-40 power, 2 apr) flaming steel greatsword of crippling (25-40 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +6.0% Massive two-handed swords. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
yew longbow of true flight yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Longbows are used to shoot arrows at your foes. |
acidic voratun waraxe of amnesia (41.5-58.1 power, 6 apr) acidic voratun waraxe of amnesia (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid When wielded/worn: Damage when the wearer is hit: 5 mind One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering linen robe (0 def, 0 armour) shimmering linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +10% arcane Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
storm iron gauntlets of strength (+2) (0 def, 1 armour) storm iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 lightning Changes resistances: +6% lightning Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of the depths (0 def, 3 armour) iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quiver of ash arrows of vileness (11/11, 19-26.6 power, 7 apr) quiver of ash arrows of vileness (11/11, 19-26.6 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 11 Damage when this weapon hits(ranged): +6 blight Burst (radius 2) on crit: +7 infective blight Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.00 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 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 alchemist agate 10 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
179 alchemist spinel 179 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
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. |
Flashguile the pouch of steel shots (18/18, 21.5-25.8 power, 2 apr) Flashguile the pouch of steel shots (18/18, 21.5-25.8 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +10.5% Capacity: 18 Special effect when this weapon crits: cripple the target Damage when this weapon hits(ranged): +9 darkness / +4 lightning / +4 lightning Burst (radius 2) on crit: +8 lightning Damage against: +7% Humanoid Shots are used with slings to pummel your foes to death. |
40 alchemist zircon 40 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 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% When used as an alchemist bomb: Additional 1 lite damage 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 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
By Raelle Feu-Noir, the 4th the Cornac Alchemist level 10
74th Pyre 122nd year of Ascendancy at 19:53 see stats
By Raelle Feu-Noir, the 4th the Cornac Alchemist level 20
75th Pyre 122nd year of Ascendancy at 11:06 see stats
Log
Raelle Feu-Noir, the 4th's Body of Fire hits Honey tree for 6 acid, 40 fire (46 total damage).
Raelle Feu-Noir, the 4th's Body of Fire hits Bee swarm for 6 acid, 43 fire (49 total damage).
Raelle Feu-Noir, the 4th's Body of Fire killed Bee swarm!
Raelle Feu-Noir, the 4th casts Channel Staff.
Raelle Feu-Noir, the 4th casts Channel Staff.
Raelle Feu-Noir, the 4th's spell attains critical power!
Raelle Feu-Noir, the 4th is surging arcane power.
Raelle Feu-Noir, the 4th's Channel Staff hits Honey tree for 6 acid, 43 fire (49 total damage).
Burning from Raelle Feu-Noir, the 4th hits Honey tree for 4 acid, 26 fire (29 total damage).
Your score multiplier increases by 0.3!
You collect a new ingredient: honey tree root.
Raelle Feu-Noir, the 4th's Body of Fire hits Honey tree for 6 acid damage.
Raelle Feu-Noir, the 4th's Body of Fire killed Honey tree!
Raelle Feu-Noir, the 4th casts Shockwave Bomb.
Raelle Feu-Noir, the 4th casts Channel Staff.
Raelle Feu-Noir, the 4th's Channel Staff hits Dire wolf for 7 acid, 46 fire (53 total damage).
Blood mage casts Curse of Vulnerability.
Raelle Feu-Noir, the 4th shrugs off the effect 'Curse of Vulnerability'!
Talent Heat is ready to use.
Talent Throw Bomb is ready to use.
Blood mage casts Blood Grasp.
Blood mage drains life from Raelle Feu-Noir, the 4th!
Blood mage receives 69 healing from Raelle Feu-Noir, the 4th.
Blood mage's Blood Grasp hits Raelle Feu-Noir, the 4th for 138 blight damage.
Raelle Feu-Noir, the 4th the level 22 cornac alchemist was infected to death by a blood mage on level 14 of The Arena.
Blood mage's Blood Grasp killed Raelle Feu-Noir, the 4th!
The raging fire around Raelle Feu-Noir, the 4th calms down and disappears.