Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 8 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Nareis the human at level 8 on the 30th Voratun 122nd year of Ascendancy at 10:10 / 1 |
Primary Stats
| Strength | 36 (base 29) |
| Dexterity | 9 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 12 (base 14) |
| Willpower | 20 (base 17) |
| Cunning | 14 (base 10) |
Resources
| Life | -22/262 |
| Mana | 185/192 |
| Equilibrium | 10 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 26 |
| Crit Chance | 3% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 26 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.6 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 45.4 (74.117647058824%) |
| Defense | 21.825 |
| Ranged Defense | 24.825 |
| Fatigue | 43 |
| Physical Save | 17.15 |
| Spell Save | 21.1 |
| Mental Save | 11.9 |
Defense: Resistances
| All | 0%( 70%) |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
Equipment
| On feet | miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Maximum life: +40.00 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. |
| On head | insulating rough leather cap of the depths (0 def, 1 armour) =waterbreathing= insulating rough leather cap of the depths (0 def, 1 armour) =waterbreathing=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +5% fire Allows you to breathe in: water A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | steel ring of corrosion (+20%) steel ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
| On fingers | Rhanarizor the Lightningwilter Rhanarizor the LightningwilterInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +6 Changes stats: +3 Cun / +3 Str Changes resistances: +9% lightning / +24% cold / +3% darkness Changes damage: +12% cold Rings can have magical properties. |
| In main hand | Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
| In off hand | acidic steel shield of acid resistance (+17%) (6 def, 2 armour, 17 dam, 36 block) acidic steel shield of acid resistance (+17%) (6 def, 2 armour, 17 dam, 36 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +36 On weapon hit: * 11% chance to corrode armor When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 10 acid Changes resistances: +17% acid Talent granted: +2 Block Handheld deflection devices. |
| Cloak | thick linen cloak of Eldoral (1 def, 5 armour) thick linen cloak of Eldoral (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes stats: +1 Cun / +1 Dex Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour of spell shielding (3 def, 7 armour) iron plate armour of spell shielding (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +6% arcane Spell save: +11 A suit of armour made of metal plates. |
Inventory
heat beam rune of the titan (85 fire damage) heat beam rune of the titan (85 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 85.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Islurigana the Bogquick (35.5-53.25 power, 2 apr) Islurigana the Bogquick (35.5-53.25 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.5 - 53.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +24 insidious poison / +9 temporal / +13 nature When wielded/worn: Changes damage: +15% nature Massive two-handed mauls. |
Ragolathadig RagolathadigRequires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +18 nature Burst (radius 1) on hit: +2 blight When wielded/worn: Physical power: +6 Changes stats: +1 Str Changes resistances: +2% all Changes resistances penetration: +10% nature Changes damage: +12% blight Slings are used to hurl stones or metal shots at your foes. |
Brightreek the ash magestaff (15-18 power, 3 apr, cold element) Brightreek the ash magestaff (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Changes resistances: +3% light / +3% mind Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +6 Spell save: +6 Mental save: +6 Spellpower: +6 Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
icy iron shield (4 def, 2 armour, 9 dam, 20.5 block) icy iron shield (4 def, 2 armour, 9 dam, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 Damage (Melee): +10 cold When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 5 cold Damage when hit (Melee): 10 ice Talent granted: +1 Block Handheld deflection devices. |
iron shield of fire resistance (+16%) (4 def, 2 armour, 10.5 dam, 23 block) iron shield of fire resistance (+16%) (4 def, 2 armour, 10.5 dam, 23 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +23 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices. |
miner's iron pickaxe (dig speed 30 turns) =1 str= miner's iron pickaxe (dig speed 30 turns) =1 str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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. |
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. |
quick elm wand of conjuration [power 61] (7 cooldown) quick elm wand of conjuration [power 61] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 30-61), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Saving done.
You can check the ingredients you possess by pressing Escape and selecting 'Show ingredients'.
Accepted quest 'The Brotherhood of Alchemists'! (Press 'j' to see the quest log)
Quest 'The Brotherhood of Alchemists' status updated! (Press 'j' to see the quest log)
Today is the 25th Voratun of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:55.
Today is the 26th Voratun of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 27th Voratun of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 28th Voratun of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 29th Voratun of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Ran for 6 turns (stop reason: didn't move).
Ran for 5 turns (stop reason: didn't move).
Today is the 30th Voratun of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Ran for 2 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Nareis the human uses Evasion.
Nareis the human tries to evade attacks.
Ran for 2 turns (stop reason: hostile spotted to the northeast (thought-forged bowman)).
Folivel uses Elemental Split.
Nareis the human uses Mind Sear.
Nareis the human's mind surges with critical power!
Saving game...
