Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 12 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 12 on the 1st Summertide 122nd year of Ascendancy at 21:40 / 1 |
Primary Stats
| Strength | 33 (base 33) |
| Dexterity | 16 (base 11) |
| Constitution | 32 (base 31) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -7/390 |
| Stamina | 67/143 |
| Healing Factor | 1.4 |
| Regeneration | 1.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 45 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Lightning | +30% |
Defense: Base
| Armour (hardiness) | 31.92 (75%) |
| Defense | 11.1 |
| Ranged Defense | 13.1 |
| Fatigue | 5 |
| Physical Save | 23.821629339428 |
| Spell Save | 13.293258678856 |
| Mental Save | 15.15 |
Defense: Resistances
| Light | + 34%( 70%) |
| All | + 6%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 35%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 147 life over 5 turns. |
Class Talents
| Technique / Two-handed weapons | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| detrimental effect | The target's armour is broken, reducing it by 5. Sunder Armour |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 have explored the Old Forest and vanquished Wrathroot. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 |
Equipment
| On feet | pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +2 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | stone warden's rough leather gloves of dexterity (+3) (0 def, 7 armour) stone warden's rough leather gloves of dexterity (+3) (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +7 Armour Hardiness: +6% Changes stats: +3 Dex / +1 Con Changes resistances: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | thaloren rough leather cap of precognition (2 def, 1 armour) thaloren rough leather cap of precognition (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 Armour: +1 Defense: +2 Fatigue: +1% Changes stats: +4 Cun / +1 Wil Mental save: +5 A cap made of leather. |
| Tool | forcefull ash totem of thorny skin [power 25] (16/20 cooldown) forcefull ash totem of thorny skin [power 25] (16/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 25 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | Sparkwisp (4 def, 9 armour) Sparkwisp (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer hits(melee): 8 lightning Changes damage: +30% lightning A suit of armour made of metal plates. |
| In main hand | dwarven-steel greatsword (39-62.4 power, 2 apr) dwarven-steel greatsword (39-62.4 power, 2 apr)Requires: - Strength 24 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | thick linen cloak of Eldoral (1 def, 6 armour) thick linen cloak of Eldoral (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Lisyriathra (15-22.5 power, 1 apr) Lisyriathra (15-22.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +24 temporal When wielded/worn: Damage when the wearer is hit: 12 arcane Massive two-handed maul. |
Phoenixtyphoon (26.5-39.75 power, 2 apr) Phoenixtyphoon (26.5-39.75 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +16 fire When wielded/worn: Changes resistances penetration: +25% fire Changes damage: +15% fire Massive two-handed maul. |
Treekin TreekinRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +15 insidious poison Burst (radius 1) on hit: +6 blight When wielded/worn: Changes damage: +15% blight Longbows are used to shoot arrows at your foes. |
spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +7% blight Mana each turn: +0.10 Maximum mana: +20.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +10% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 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. |
guard's brass lantern of revealing guard's brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Light radius: +2 See stealth: +6 See invisible: +6 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 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. |
Glowpulverizer of thermal psionic shield [power 49] (16/20 cooldown) Glowpulverizer of thermal psionic shield [power 49] (16/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% light Changes damage: +27% light Light radius: +3 It can be used to setup a psionic shield, reducing all fire and cold damage by 49 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
iron torque of charged psionic shield [power 23] (16/20 cooldown) iron torque of charged psionic shield [power 23] (16/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning and blight damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
arcane elm wand of trap destruction [power 19] (16/15 cooldown) arcane elm wand of trap destruction [power 19] (16/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to try to disarm any known traps in a line (disarm power 19), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 citrine 2 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. |
4 zircon 4 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
Minotaur of the Labyrinth uses Infusion: Healing.
AcqUnbound hits ritch flamespitter for 68 physical, 11 lightning damage (total 78.40).
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits AcqUnbound for 42 fire damage.
Minotaur of the Labyrinth uses Stunning Blow.
AcqUnbound is stunned!
Minotaur of the Labyrinth hits AcqUnbound for 16 physical, 10 acid damage (total 25.19).
AcqUnbound hits Minotaur of the Labyrinth for 2 light damage.
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits AcqUnbound for 42 fire damage.
Minotaur of the Labyrinth uses Crush.
AcqUnbound shrugs off the effect 'Pinned to the ground'!
Minotaur of the Labyrinth hits AcqUnbound for 16 physical, 10 acid damage (total 24.61).
AcqUnbound hits Minotaur of the Labyrinth for 1 light damage.
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits AcqUnbound for 63 fire damage.
Minotaur of the Labyrinth uses Sunder Armour.
Minotaur of the Labyrinth hits AcqUnbound for 15 physical, 10 acid damage (total 23.98).
AcqUnbound hits Minotaur of the Labyrinth for 1 light damage.
AcqUnbound is not stunned anymore.
Minotaur of the Labyrinth uses Warshout.
AcqUnbound wanders around!.
AcqUnbound is confused and fails to use Attack.
Minotaur of the Labyrinth uses Stunning Blow.
