









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Ogre |
Class | Alchemist |
Level / Exp | 6 / 55% |
Size | big |
Lifes / Deaths | Killed by golem (servant of Wedgie IX) at level 6 on the 10th Mirth 122nd year of Ascendancy at 02:25 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 23 (base 23) |
Magic | 25 (base 23) |
Willpower | 12 (base 11) |
Cunning | 13 (base 10) |
Resources
Life | -7/214 |
Mana | 150/150 |
Healing Factor | 1.1010362694301 |
Regeneration | 0.27525906735751 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 11 |
Accuracy | 16 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +10% |
Acid | +7% |
Offense: Damage Penetration
Fire | +20% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 6 |
Ranged Defense | 8 |
Fatigue | 8 |
Physical Save | 18 |
Spell Save | 20 |
Mental Save | 14 |
Defense: Resistances
Light | + 3%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 717% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Spell / Explosive admixtures | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Acid Infusion |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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. | 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 renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% Changes resistances: +5% cold / +5% fire A pair of boots made of leather. |
Quiver | ![]() 0.00 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. |
Light source | ![]() 2.00 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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+6 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) Changes stats: +3 Dex Rings can have magical properties. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +20% fire Critical mult.: +5.00% Physical save: +6 (+4 eff.) Maximum hate: +2.00 Mindpower: +4 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +35.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +15% cold A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +5% arcane / +6% cold / +3% light / +3% temporal Spell save: +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties. |
Inventory
![]() regeneration infusion of the warrior (heal 106 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 106 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% nature / +11% blight Poison immunity: +21% Disease immunity: +21% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings can have magical properties. |
![]() balanced iron greatmaul (19-28.5 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+5 eff.) Defense: +9 (+9 eff.) Disarm immunity: +28% Massive two-handed mauls. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% Burst (radius 1) on hit: +5 fire Blunt and deadly. |
![]() earthen elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +2% Changes damage: +10% temporal Talent granted: +1 Command Staff Physical save: +2 (+2 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Physical save: +5 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+6 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% arcane Talent granted: +1 Command Staff Spellpower: +10 (+5 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% temporal Critical mult.: +5.00% Physical save: +6 (+4 eff.) Spell crit. chance: +1% Mindpower: +2 (+2 eff.) A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Mindpower: +4 (+3 eff.) A belt that goes around your waist. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Mag Changes resistances: +6% mind / +6% temporal Grants telepathy: Dragon Stun/Freeze immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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, 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. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 19 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
A shield forms around golem (servant of Wedgie IX).
Polebeth the dire wolf hits Wedgie IX for 8 cold damage.
Polebeth the dire wolf's Beyond the Flesh performs a melee critical strike against Wedgie IX!
Polebeth the dire wolf's Beyond the Flesh hits Wedgie IX for (16 to ice), 24 physical, (2 to ice), 3 darkness, (3 to ice), 4 physical, (2 to ice), 3 fire (34 total damage).
Wedgie IX hits Iceblock for 9 physical damage.
Polebeth the dire wolf uses Telekinetic Smash.
Polebeth the dire wolf hits Wedgie IX for (11 to ice), 16 physical, (3 to ice), 4 physical, (2 to ice), 3 fire, (13 to ice), 19 physical, (2 to ice), 3 darkness, (3 to ice), 4 physical, (2 to ice), 3 fire (53 total damage).
Golem (servant of Wedgie IX) uses Block.
Polebeth the dire wolf's Beyond the Flesh hits Wedgie IX for (10 to ice), 14 physical, (2 to ice), 3 darkness, (3 to ice), 4 physical, (2 to ice), 3 fire (25 total damage).
Wedgie IX casts Rune: Shielding.
A shield forms around Wedgie IX.
Polebeth the dire wolf uses Kinetic Strike.
Polebeth the dire wolf hits Wedgie IX for (32 absorbed), 0 physical, (7 absorbed), 0 physical, (5 absorbed), 0 fire, (33 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Wedgie IX crumbles.
Golem (servant of Wedgie IX) hits Wedgie IX for (23 absorbed), (7 to ice), 11 physical (11 total damage).
Polebeth the dire wolf's Beyond the Flesh hits Wedgie IX for (6 to ice), 10 physical, (2 to ice), 3 darkness, (3 to ice), 4 physical, (2 to ice), 3 fire (20 total damage).
Polebeth the dire wolf hits Wedgie IX for (8 to ice), 12 physical, (3 to ice), 4 physical, (2 to ice), 3 fire (19 total damage).
Wedgie IX is free from the ice.
Polebeth the dire wolf hits Wedgie IX for 17 physical, 7 physical, 5 fire (29 total damage).
Character control switched to golem (servant of Wedgie IX).
Polebeth the dire wolf's Beyond the Flesh hits Wedgie IX for 24 physical damage.
Polebeth the dire wolf's Beyond the Flesh killed Wedgie IX!
Golem (servant of Wedgie IX) uses Self-destruction.
Character control switched to Wedgie IX.
Saving game...