Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.44 |
| Addons | Items Vault 0.9.44 Stone Wardens DLC Class 0.9.44 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 4 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 4 on the 77th Pyre 122nd year of Ascendancy at 22:47 1 / 1 |
Primary Stats
| Strength | 18 (base 18) |
| Dexterity | 10 (base 10) |
| Constitution | 13 (base 13) |
| Magic | 20 (base 20) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 164/164 |
| Positive | 12/59 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 15 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 19.16 (52%) |
| Defense | 6 |
| Ranged Defense | 10 |
| Fatigue | 20 |
| Physical Save | 10.85 |
| Spell Save | 10.5 |
| Mental Save | 7 |
Defense: Resistances
| Acid | + 15%( 70%) |
| All | 0%( 70%) |
Inscriptions (2/3)
| 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. |
Class Talents
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here, you float in the air. Movement three times as slow, any melee or archery blows have a chance to knockback. Maximum encumberance is greatly increased. Zero Gravity |
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
Equipment
| On feet | stalker's pair of iron boots (0 def, 3 armour) stalker's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Main armor | spiked iron mail armour of acid resistance (2 def, 4 armour) spiked iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer is hit: 10 physical Changes resistances: +15% acid A suit of armour made of mail. |
| In off hand | reinforced iron shield (4 def, 6 armour, 10 dam, 39 block) reinforced iron shield (4 def, 6 armour, 10 dam, 39 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: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +39 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
| In main hand | iron mace (9-12.6 power, 2 apr) iron mace (9-12.6 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 9.0 - 12.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
| 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
insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating 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: +2 Fatigue: +1% Changes resistances: +5% fire / +5% cold A pair of boots made of leather. |
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 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
ametrine 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. |
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
Log
Ivan Sinclair hits skeleton warrior for 10 physical damage.
Skeleton warrior hits Ivan Sinclair for 12 physical, 6 acid damage (total 17.10).
Skeleton warrior killed Ivan Sinclair!
Ivan Sinclair the level 4 cornac sun paladin was melted to death by a skeleton warrior (yet again) on level 2 of Ruins of Kor'Pul.
You have 1 life(s) left.
Ivan Sinclair deactivates Weapon of Light.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
You gain 0.50 gold from the transmogrification of rough leather armour (1 def, 2 armour).
You gain 1.00 gold from the transmogrification of iron mail armour (2 def, 4 armour).
You gain 1.00 gold from the transmogrification of traveler's pair of rough leather boots (0 def, 1 armour).
You gain 1.42 gold from the transmogrification of iron waraxe of purging (6.5-9.1 power, 2 apr).
You gain 0.95 gold from the transmogrification of flaming iron waraxe (7-9.8 power, 2 apr).
You gain 4.29 gold from the transmogrification of thought-forged coral trident of purging (7.5-12 power, 6 apr).
You gain 2.74 gold from the transmogrification of manaburning coral trident (7.5-12 power, 6 apr).
You gain 0.25 gold from the transmogrification of coral trident (8-12.8 power, 6 apr).
You gain 0.25 gold from the transmogrification of coral trident (7.5-12 power, 6 apr).
You gain 0.25 gold from the transmogrification of coral trident (6.5-10.4 power, 6 apr).
You gain 0.25 gold from the transmogrification of coral trident (6-9.6 power, 6 apr).
You gain 1.54 gold from the transmogrification of elm vilestaff of projection (10-12 power, 2 apr, blight damage).
You gain 0.50 gold from the transmogrification of cured leather sling.
You gain 1.69 gold from the transmogrification of nature's mossy mindstar of balance (2.5-2.75 power, 12 apr, mind damage).
You gain 1.86 gold from the transmogrification of iron greatmaul of daylight (13-19.5 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron dagger (4-5.2 power, 5 apr).
You gain 1.25 gold from the transmogrification of wizard's phase door rune (range 6).
You enter a zero gravity zone, beware!
You feel very confident walking into this place.
