Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 8 / 45% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 29) |
Dexterity | 31 (base 29) |
Constitution | 26 (base 29) |
Magic | 29 (base 29) |
Willpower | 35 (base 29) |
Cunning | 33 (base 29) |
Resources
Paradox | 300 |
Mana | 177/177 |
Negative | 51/51 |
Vim | 180/180 |
Life | 499/499 |
Positive | 41/41 |
Stamina | 134/134 |
Hate | 62/100 |
Healing Factor | 1.2424489795918 |
Regeneration | 16.209412538928 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +122.66492578164% |
Spell | +7.3204916560083% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 7 |
See Stealth | 47.997068617286 |
See Invisible | 47.997068617286 |
Stealth | 47.765221897016 |
Offense: Mainhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 25% |
Speed | 0.93178850056453 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Fire | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 28.724782588352 (59.670658682635%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 21 |
Mental Save | 21 |
Defense: Resistances
Light | + 13%( 70%) |
Blight | + 14%( 70%) |
Physical | + 15%( 70%) |
Fire | + 21%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Poison Resistance | 20% |
Blind Resistance | 79% |
Inscriptions (3/3)
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Corruption / Blight | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Fiery Hands |
talent | Shadow Combat |
talent | Stealth |
talent | Dark Ritual |
talent | Chant of Fortress |
talent | Stalk |
talent | Weapon Folding |
talent | Apply Poison |
talent | Weapon of Light |
talent | Hymn of Shadows |
talent | Shield Wall |
talent | Gloom |
talent | Savage Hunter |
talent | Arcane Combat |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Countering melee attacks: Has a 32% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
Quests
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * 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 | done |
Equipment
Main armor | verdant linen robe of life (0 def, 0 armour) verdant linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight / +7% all Changes damage: +5% nature Poison immunity: +20% Disease immunity: +20% Life regen: +1.50 Maximum life: +43.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On hands | radiant iron gauntlets of dexterity (+2) (0 def, 1 armour) radiant iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes stats: +2 Dex Changes resistances: +6% light Changes damage: +3% light When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | iron shield of fire resistance (+15%) (0 def, 2 armour, 10-12 power, 17.5 block) iron shield of fire resistance (+15%) (0 def, 2 armour, 10-12 power, 17.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
In main hand | ranger's rough leather sling ranger's rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +2 Dex Slings are used to hurl stones or metal shots at your foes. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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
mighty rough leather sling mighty rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Slings are used to hurl stones or metal shots at your foes. |
agate 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 after 40 turns Activation costs 202 power out of 278/400. 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) Activation costs 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. |
2 ametrine 2 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% Latent Damage Type: Light 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Saving done.
Today is the 3rd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
There is a Zigur (Town) here (press '' or right click to use).
Today is the 4th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 5th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 6th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
Today is the 7th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:50.
There is an exit to the worldmap here (press '' or right click to use).
Cestianaya Kalat deactivates Hymn of Shadows.
Cestianaya Kalat deactivates Weapon Folding.
Cestianaya Kalat deactivates Stealth.
Cestianaya Kalat deactivates Stalk.
Cestianaya Kalat deactivates Apply Poison.
Cestianaya Kalat deactivates Chant of Fortress.
Cestianaya Kalat deactivates Fiery Hands.
Cestianaya Kalat deactivates Shadow Combat.
Cestianaya Kalat deactivates Dark Ritual.
Cestianaya Kalat deactivates Gloom.
Cestianaya Kalat deactivates Arcane Combat.
Cestianaya Kalat deactivates Savage Hunter.
Cestianaya Kalat deactivates Weapon of Light.
Cestianaya Kalat deactivates Shield Wall.