









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Anorithil |
Level / Exp | 21 / 10% |
Size | medium |
Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 16 on the 33rd Haze 122nd year of Ascendancy at 07:04 0 / 6Killed by Poltergeist steel dagger 'Dimstreaker' at level 19 on the 58th Haze 122nd year of Ascendancy at 13:42 Killed by Nerutha the venom drake hatchling at level 20 on the 64th Haze 122nd year of Ascendancy at 04:15 Killed by war hound at level 21 on the 64th Haze 122nd year of Ascendancy at 11:06 Killed by Liseriama the large brown snake at level 21 on the 64th Haze 122nd year of Ascendancy at 12:03 Killed by Polille the polar bear at level 21 on the 64th Haze 122nd year of Ascendancy at 12:45 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 16 (base 10) |
Magic | 88 (base 48) |
Willpower | 23 (base 10) |
Cunning | 50 (base 47) |
Resources
Life | -39/465 |
Positive | 75/110 |
Negative | 40/110 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -4.4408920985006E-14% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 37 |
Accuracy | 15 |
Crit Chance | 26% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Arcane | +16% |
Cold | +5% |
All | 0% |
Darkness | +19% |
Light | +42% |
Temporal | +20% |
Physical | +19% |
Lightning | +4% |
Fire | +5% |
Mind | +6% |
Offense: Damage Penetration
Blight | +20% |
Defense: Base
Armour (hardiness) | 15 (60%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 29 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 10%( 70%) |
Light | + 10%( 70%) |
Mind | + 10%( 70%) |
Cold | + 13%( 70%) |
Physical | + 8%( 70%) |
Fire | + 12%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
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 234 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Celestial / Glyphs | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within20 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +3 Mag Changes resistances: +1% physical Maximum encumbrance: +21 Physical save: +5 (+3 eff.) Mental save: +9 (+5 eff.) Blindness immunity: +10% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +3% mind / +3% lightning Silence immunity: +10% Maximum life: +101.00 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. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes damage: +4% darkness / +5% temporal / +4% light / +4% physical Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 29 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 10 light Changes stats: +3 Mag Changes damage: +11% light Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 16 light Changes stats: +3 Mag Changes damage: +12% light Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +5% fire / +6% cold Spell crit. chance: +4% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +4 Wil / +2 Cun / +3 Con Changes resistances: +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +20% blight Changes damage: +4% acid / +4% lightning / +6% mind / +5% cold / +12% arcane / +5% fire Maximum psi: +10.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Mindpower: +10 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +20 (+18 eff.) Damage when hit (Melee): 2 darkness Changes stats: +4 Str / +3 Wil / +2 Con Spell save: +6 (+3 eff.) Blindness immunity: +20% Knockback immunity: +20% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 Activation costs 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) 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Aldilul the Shalore Anorithil level 19
58th Haze 122nd year of Ascendancy at 22:57 see stats
By Aldilul the Shalore Anorithil level 16
66th Dusk 122nd year of Ascendancy at 14:46 see stats
By Aldilul the Shalore Anorithil level 18
41st Haze 122nd year of Ascendancy at 16:21 see stats
By Aldilul the Shalore Anorithil level 10
8th Mirth 122nd year of Ascendancy at 19:13 see stats
By Aldilul the Shalore Anorithil level 20
60th Haze 122nd year of Ascendancy at 10:36 see stats
By Aldilul the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 07:33 see stats
By Aldilul the Shalore Anorithil level 11
2nd Summertide 122nd year of Ascendancy at 13:20 see stats
By Aldilul the Shalore Anorithil level 8
5th Mirth 122nd year of Ascendancy at 01:15 see stats
By Aldilul the Shalore Anorithil level 8
3rd Mirth 122nd year of Ascendancy at 19:40 see stats
By Aldilul the Shalore Anorithil level 17
35th Haze 122nd year of Ascendancy at 11:09 see stats
Log
Aldilul HEALS from light damage!
Bleeding from Liseriama the large brown snake hits Aldilul for (14 absorbed), 0 light, (14 absorbed), 0 darkness, (14 absorbed), 0 physical (0 total damage).
Liseriama the large brown snake performs a melee critical strike against Aldilul!
Your shield crumbles under the damage!
The shield around Aldilul crumbles.
The demonic soul releases a burst of fire around Liseriama the large brown snake!
Aldilul HEALS from darkness damage!
Aldilul HEALS from light damage!
Liseriama the large brown snake hits Aldilul for (32 absorbed), 0 light, 2 healing, (33 absorbed), 0 darkness, 2 healing, (13 absorbed), 27 nature, 5 light, 5 darkness, 5 lightning, 1 light, 2 darkness, 2 physical, 1 light, 2 darkness, 2 darkness, 1 light, 1 darkness, 1 acid, 1 light, 1 darkness, 1 cold, 3 light, 3 darkness, 3 mind, 1 light, 1 darkness, 1 fire, 20 light, 1 healing, 21 darkness, 1 healing, 24 mind, 5 light, 5 darkness, 5 lightning, 1 light, 2 darkness, 2 physical, 1 light, 2 darkness, 2 darkness, 1 light, 1 darkness, 1 acid, 1 light, 1 darkness, 1 cold, 3 light, 3 darkness, 3 mind, 1 light, 1 darkness, 1 fire (175 total damage) [6 healing].
Demonic Soul hits Polille the polar bear for (14 flat reduction), 44 fire (44 total damage).
Demonic Soul hits Liseriama the large brown snake for 69 fire damage.
Melee retaliation hits Liseriama the large brown snake for 29 darkness, 0 light, 29 darkness, 30 light (89 total damage).
Melee retaliation killed Liseriama the large brown snake!
Barrier is still on cooldown for 12 turns.
Aldilul activates her overpowered elm wand of shielding!
A shield forms around Aldilul.
Polille the polar bear slows down.
Shrouded in Darklight from Aldilul hits Polille the polar bear for (14 flat reduction), 96 light, (14 flat reduction), 80 darkness (176 total damage).
Bleeding from Liseriama the large brown snake hits Aldilul for (64 absorbed), 0 physical (0 total damage).
Polille the polar bear throws two quick punches.
Polille the polar bear performs a melee critical strike against Aldilul!
Your shield crumbles under the damage!
The shield around Aldilul crumbles.
Polille the polar bear performs a melee critical strike against Aldilul!
Aldilul HEALS from darkness damage!
Aldilul HEALS from light damage!
Polille the polar bear hits Aldilul for (62 absorbed), 0 light, 4 healing, (31 absorbed), 33 darkness, 4 healing, 68 physical (101 total damage) [8 healing].
Melee retaliation hits Polille the polar bear for (14 flat reduction), 16 darkness, (14 flat reduction), 0 light, (14 flat reduction), 16 darkness, (14 flat reduction), 0 light (31 total damage).
Aldilul the level 21 shalore anorithil was minced to death by Polille the polar bear on level 2 of Noxious Caldera.