Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Reaver |
| Level / Exp | 13 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by golem at level 13 on the 36th Haze 122nd year of Ascendancy at 08:58 / 1 |
Primary Stats
| Strength | 12 (base 14) |
| Dexterity | 12 (base 11) |
| Constitution | 24 (base 24) |
| Magic | 52 (base 39) |
| Willpower | 23 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -27/346 |
| Positive | 0/86 |
| Vim | 94/162 |
| Healing Factor | 1 |
| Regeneration | 47.61 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 26 |
| Crit Chance | 4% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45.333333333333 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.95 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +36% |
| Lightning | +3% |
| Light | +5% |
| Acid | +4% |
| Physical | +6% |
| Arcane | +9% |
| Cold | +3% |
| Fire | +4% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 5.7 |
| Ranged Defense | 8.7 |
| Fatigue | 1 |
| Physical Save | 31.3 |
| Spell Save | 35.125 |
| Mental Save | 24.625 |
Defense: Resistances
| Lightning | + 13%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 16%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 8%( 70%) |
| Darkness | + 40%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blood Vengeance |
| talent | Overkill |
| talent | Bone Shield |
| talent | Willful Tormenter |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned and sick, doing 10.34 nature damage per turn. All damage it does is reduced by 16%. Numbing Poison |
| beneficial effect | A flow of life spins around the target, regenerating 47.36 life per turn. Regeneration |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed green worm. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A pair of boots made of leather. |
| Light source | brass lantern of corpselight brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +6% blight Spellpower: +4 Spell crit. chance: +4% Light radius: +2 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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 | augmenting linen wizard hat of darkness (+16%) (1 def, 0 armour) augmenting linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% darkness Changes damage: +4% arcane / +4% fire / +3% cold / +3% lightning / +4% acid / +11% darkness A pointy cloth hat, very wizardly... |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 43 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | steel ring 'Kindleimmortal' steel ring 'Kindleimmortal'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% darkness / +3% blight Spell save: +6 Rings can have magical properties. |
| On fingers | wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
| Around waist | grounding hardened leather belt of transcendence grounding hardened leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% lightning / +7% temporal Physical save: +7 Mindpower: +4 A belt that goes around your waist. |
| In main hand | blighted yew starstaff of fate (20-24 power, 4 apr, darkness damage) blighted yew starstaff of fate (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 5 infective blight Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +5 Spell save: +7 Mental save: +5 Vim when firing critical spell: +3.00 Maximum vim: +12.00 Spellpower: +9 Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady hardened leather gloves of magic (+3) (0 def, 2 armour) steady hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Physical save: +6 Mental save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stargazer's linen robe of Angolwen (0 def, 0 armour) stargazer's linen robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +1 Cun Changes damage: +5% darkness / +5% light Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +11 Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour) spellcowled cashmere cloak of backstabbing (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +6 Defense: +2 Changes stats: +2 Wil / +1 Mag Critical mult.: +10.00% Stealth bonus: +7 Spell save: +7 Maximum mana: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +10% light Blindness immunity: +20% Amulets can have magical properties. |
Inventory
starlit copper amulet of the fish starlit copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +11% darkness / +11% light Allows you to breathe in: water Blindness immunity: +21% Amulets can have magical properties. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 Mindpower: +3 A belt that goes around your waist. |
spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Wil / +1 Mag Spell save: +6 Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
psychic's rough leather gloves (0 def, 1 armour) psychic's rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 mind Changes resistances: +5% mind Changes damage: +3% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
2 agate 2 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 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 Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel 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 Gems can be sold for money or used in arcane rituals. |
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 is 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% Gems can be sold for money or used in arcane rituals. |
citrine 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. |
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 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By The Sickened the Shalore Reaver level 11
51st Dusk 122nd year of Ascendancy at 11:49 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By The Sickened the Shalore Reaver level 13
34th Haze 122nd year of Ascendancy at 15:25 see stats
Level 10 (Roguelike)
Got a character to level 10.By The Sickened the Shalore Reaver level 10
11st Dusk 122nd year of Ascendancy at 22:47 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By The Sickened the Shalore Reaver level 11
19th Dusk 122nd year of Ascendancy at 16:36 see stats
The Arena (Roguelike)
Unlocked Arena mode.By The Sickened the Shalore Reaver level 8
5th Dusk 122nd year of Ascendancy at 02:17 see stats
The secret city (Roguelike)
Discovered the truth about mages.By The Sickened the Shalore Reaver level 7
2nd Summertide 122nd year of Ascendancy at 09:12 see stats
Log
The Sickened's purging blight area effect hits Aeryth the broken golem for 5 blight damage.
Numbing Poison from Aeryth the broken golem hits The Sickened for 10 nature damage.
Aeryth the broken golem uses Knockback.
Aeryth the broken golem performs a melee critical strike against The Sickened!
The Sickened resists the mind attack!
Aeryth the broken golem hits The Sickened for 116 physical, 6 light, 22 physical, 2 mind, 4 fire (150 total damage).
The Sickened's purging blight area effect hits Aeryth the broken golem for 4 blight damage.
Golem casts Rune: Manasurge.
Golem starts to surge mana.
Aeryth the broken golem casts Drain.
Numbing Poison from Aeryth the broken golem hits The Sickened for 10 nature damage.
The Sickened's purging blight area effect hits Aeryth the broken golem for 4 blight damage.
Aeryth the broken golem's Drain hits The Sickened for 73 blight damage.
The Sickened is no longer poisoned.
The Sickened uses Infusion: Regeneration.
The Sickened starts regenerating health quickly.
Aeryth the broken golem rushes out!
The Sickened is poisoned!
The Sickened resists the mind attack!
The Sickened is dazed!
Aeryth the broken golem hits The Sickened for 69 physical, 6 light, 17 physical, 2 mind, 4 fire (98 total damage).
The Sickened is not dazed anymore.
Numbing Poison from Aeryth the broken golem hits The Sickened for 10 nature damage.
Aeryth the broken golem is dazed!
Aeryth the broken golem isn't moving as defensively anymore.
Golem uses Knockback.
Saving game...
