









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Anorithil |
Level / Exp | 3 / 71% |
Size | medium |
Lifes / Deaths | Killed by naga tidewarden at level 3 on the 76th Pyre 122nd year of Ascendancy at 10:18 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 12 (base 12) |
Magic | 19 (base 19) |
Willpower | 10 (base 10) |
Cunning | 14 (base 14) |
Resources
Life | 0/121 |
Positive | 19/36 |
Negative | 25/36 |
Healing Factor | 1.0164835164835 |
Regeneration | 0.25412087912088 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 9 |
Accuracy | 4 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 27 |
Mental Save | 8 |
Defense: Resistances
Acid | + 5%( 70%) |
Lightning | + 5%( 70%) |
Cold | + 5%( 70%) |
Mind | + 10%( 70%) |
Physical | + 10%( 70%) |
Fire | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 28% |
Stun Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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: 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 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Resistance |
talent | Hymn of Perseverance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 19.66 nature damage per turn. Poison |
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 must stop the nagas. | active |
Equipment
On feet | ![]() 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Spell save: +16 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +10% physical Changes damage: +10% physical A pointy cloth hat, very wizardly... |
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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) Defense: +6 (+6 eff.) Fatigue: -3% Physical save: +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Magic 11 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% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() wild infusion of the wizard (resist 15%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
![]() balanced coral trident (13-20.8 power, 6 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+9 eff.) Defense: +7 (+7 eff.) Disarm immunity: +29% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() coral trident of vileness (11.5-18.4 power, 6 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 11.5 - 18.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +10 blight A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() hateful coral trident (13-20.8 power, 6 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +10% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() grounding iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() 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. |
![]() 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: 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. |
![]() 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% 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 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Naga tidewarden hits Aedlic for 13 physical damage.
Aedlic casts Moonlight Ray.
You collect a new ingredient: naga tongue (1).
Aedlic hits Naga tidewarden for 70 darkness damage.
Aedlic hits Naga tidecaller for 70 darkness damage.
Aedlic killed Naga tidecaller!
Naga tidewarden uses Spit Poison.
Aedlic is poisoned!
Naga tidecaller casts Water Jet.
Aedlic is stunned!
Naga nereid hits Aedlic for 10 physical damage.
Naga tidecaller hits Aedlic for 29 cold damage.
Poison from Naga tidewarden hits Aedlic for 17 nature damage.
Naga tidewarden hits Aedlic for 17 nature damage.
Aedlic uses Infusion: Healing.
Aedlic stops being poisoned.
Aedlic receives 51 healing from Infusion: Healing.
Naga nereid hits Aedlic for 10 physical damage.
Naga nereid uses Spit Poison.
Aedlic is poisoned!
Aedlic is not stunned anymore.
Talent Command Staff is ready to use.
Talent Dig is ready to use.
Talent Infusion: Regeneration is ready to use.
Poison from Naga nereid hits Aedlic for 20 nature damage.
Naga nereid hits Aedlic for 20 nature damage.
Saving game...