Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 18 / 80% |
Size | medium |
Lifes / Deaths | Killed by Z'quikzshl the skeletal mold at level 9 on the 6th Mirth 122nd year of Ascendancy at 13:21 / 18Killed by Minotaur of the Labyrinth at level 12 on the 2nd Summertide 122nd year of Ascendancy at 00:59 Killed by snow giant boulder thrower at level 15 on the 11st Dusk 122nd year of Ascendancy at 13:01 Killed by orc high pyromancer at level 15 on the 11st Dusk 122nd year of Ascendancy at 18:17 Killed by orc high pyromancer at level 15 on the 11st Dusk 122nd year of Ascendancy at 18:48 Killed by Inadel the halfling at level 16 on the 20th Dusk 122nd year of Ascendancy at 17:22 Killed by Gewyn the Guardian at level 16 on the 34th Dusk 122nd year of Ascendancy at 16:35 Killed by cold drake hatchling at level 16 on the 34th Dusk 122nd year of Ascendancy at 17:51 Killed by Yviriaba the Guardian at level 16 on the 35th Dusk 122nd year of Ascendancy at 11:07 Killed by snow giant thunderer at level 17 on the 44th Dusk 122nd year of Ascendancy at 18:10 Killed by gwelgoroth at level 17 on the 44th Dusk 122nd year of Ascendancy at 19:19 Killed by ultimate gwelgoroth at level 17 on the 44th Dusk 122nd year of Ascendancy at 22:33 Killed by orc high pyromancer at level 17 on the 45th Dusk 122nd year of Ascendancy at 02:17 Killed by snow giant boulder thrower at level 17 on the 45th Dusk 122nd year of Ascendancy at 08:54 Killed by cold drake hatchling at level 17 on the 45th Dusk 122nd year of Ascendancy at 17:27 Killed by snow giant thunderer at level 17 on the 45th Dusk 122nd year of Ascendancy at 22:18 Killed by degenerated skeleton warrior at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 23:41 Killed by armoured skeleton warrior at level 18 on the 1st Haze 122nd year of Ascendancy at 13:00 |
Antimagic | Follower |
Primary Stats
Strength | 17 (base 11) |
Dexterity | 14 (base 13) |
Constitution | 16 (base 10) |
Magic | 10 (base 10) |
Willpower | 48 (base 39) |
Cunning | 52 (base 43) |
Resources
Life | 206/206 |
Psi | 304/304 |
Psi_feedback | 140/140 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Offense: Mainhand
Damage | 14 |
Accuracy | 31 |
Crit Chance | 23% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 31 |
Crit Chance | 19% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 41.133333333333 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Lightning | +3% |
Fire | +12% |
Nature | +18% |
Offense: Damage Penetration
Lightning | +2% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 9.4 |
Ranged Defense | 9.4 |
Fatigue | 0 |
Physical Save | 42.666666666667 |
Spell Save | 42.666666666667 |
Mental Save | 42.666666666667 |
Defense: Resistances
Lightning | + 3%( 70%) |
Darkness | + 9%( 70%) |
Acid | + 17%( 70%) |
Blight | + 15%( 70%) |
Fire | + 7%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 30% |
Disarm Resistance | 40% |
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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 115 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Discharge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
Quests
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Old Forest) | failed |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
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 |
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. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour) blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Kindlebrand of thermal psionic shield [power 14] (20 cooldown) Kindlebrand of thermal psionic shield [power 14] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 10 mind Damage when the wearer is hit: 16 mind / 16 light It can be used to setup a psionic shield, reducing all fire and cold damage by 14 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | stralite ring 'Ulezilayon' stralite ring 'Ulezilayon'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +7 Wil Damage when the wearer is hit: 12 physical Maximum encumbrance: +27 Physical save: +10 Spell save: +8 Mental save: +23 Rings can have magical properties. |
On fingers | Tulikor TulikorInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 Changes resistances: +22% cold Changes damage: +11% cold Stamina each turn: +0.40 Maximum life: +30.00 Rings can have magical properties. |
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. |
In main hand | mitotic vined mindstar of storms (4.5-4.95 power, 18 apr, mind damage) mitotic vined mindstar of storms (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +7.0% Attack speed: 100% Damage when this weapon hits: +5 acid blind / +9 slime When wielded/worn: Damage when the wearer is hit: 2 lightning Changes resistances: +3% lightning Changes resistances penetration: +2% lightning Changes damage: +3% lightning Mindpower: +2 Mental crit. chance: +2% It can be used to divide the mindstar in two, placing all other charms into a 1 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Main armor | radiant cured leather armour of command (7 def, 8 armour) radiant cured leather armour of command (7 def, 8 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +7 Fatigue: +7% Changes stats: +2 Cun / +2 Wil Damage when the wearer is hit: 7 light Changes resistances: +10% darkness / +15% blight Mental save: +10 Light radius: +1 A suit of armour made of leather. |
In off hand | Undeathrazor (5-5.5 power, 18 apr, nature damage) Undeathrazor (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +36 nature When wielded/worn: Changes resistances: +18% acid Changes damage: +18% nature Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Lavarain (1 def, 0 armour) Lavarain (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +5 Cun Damage when the wearer is hit: 12 fire Changes damage: +12% fire Hate when firing a critical mind attack: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | insulating hardened leather belt of the mind insulating hardened leather belt of the mindCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +7% cold Mindpower: +5 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. steel longsword (11.5-16.1 power, 3 apr)steel longsword (11.5-16.1 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
caller's vined mindstar (5-5.5 power, 18 apr, nature damage) caller's vined mindstar (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +3% physical / +2% fire / +3% cold / +3% acid Changes damage: +9% physical / +6% fire / +5% cold / +5% acid Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ranger's cured leather sling of coldranger's cured leather sling of cold Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +7 cold When wielded/worn: Changes stats: +2 Dex Changes damage: +11% cold Slings are used to hurl stones or metal shots at your foes. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
60 alchemist agate 60 alchemist agate0.00 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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. |
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. |
Achievements
By Hazeem the Cornac Solipsist level 18
63rd Dusk 122nd year of Ascendancy at 17:15 see stats
By Hazeem the Cornac Solipsist level 17
45th Dusk 122nd year of Ascendancy at 22:48 see stats
By Hazeem the Cornac Solipsist level 10
6th Mirth 122nd year of Ascendancy at 15:34 see stats
By Hazeem the Cornac Solipsist level 16
18th Dusk 122nd year of Ascendancy at 00:41 see stats
Log
Hazeem hits armoured skeleton warrior for 5 nature, 13 nature, 3 mind damage (total 20.70).
Armoured skeleton warrior uses Disarm.
Hazeem's mind suffers 13 psi damage from the attack.
Hazeem dismisses Armoured skeleton warrior's damage!
Hazeem is invigorated by the attack!
Hazeem resists the blow!
Armoured skeleton warrior hits Hazeem for 45 physical, 4 lightning damage (total 47.50).
Hazeem hits armoured skeleton warrior for 4 physical, 5 fire, 1 lightning, 7 light, 5 mind damage (total 19.95).
Hazeem is not stunned anymore.
Armoured skeleton warrior uses Block.
Armoured skeleton warrior resists the mind attack!
Hazeem hits armoured skeleton warrior for 12 mind, 4 acid, 11 nature, 10 mind, 17 nature, 43 nature, 5 mind damage (total 100.47).
Talent Resonance Field is ready to use.
Talent Mind Sear is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Phase Door is ready to use.
Hazeem's mind suffers 26 psi damage from the attack.
Hazeem dismisses Armoured skeleton warrior's damage!
Hazeem is invigorated by the attack!
Armoured skeleton warrior hits Hazeem for 30 physical, 4 lightning damage (total 33.31).
Armoured skeleton warrior killed Hazeem!
Hazeem hits armoured skeleton warrior for 0 physical, 14 fire, 3 lightning, 23 light, 16 mind damage (total 54.50).
Hazeem the level 18 cornac solipsist was zapped to death by an armoured skeleton warrior on level 2 of Ruined halfling complex.
Hazeem is no longer attuned.
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...