Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Female |
Race | Halfling |
Class | Doombringer |
Level / Exp | 24 / 26% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 24 on the 78th Pyre 122nd year of Ascendancy at 02:37 / 1 |
Primary Stats
Strength | 51 (base 47) |
Dexterity | 20 (base 10) |
Constitution | 50 (base 49) |
Magic | 16 (base 14) |
Willpower | 10 (base 10) |
Cunning | 14 (base 11) |
Resources
Life | -77/772 |
Stamina | 137/169 |
Vim | 96/206 |
Healing Factor | 1.11 |
Regeneration | 14.037229232802 |
Speed
Mental | -30% |
Attack | -30% |
Movement | 0% |
Spell | -30% |
Global | +100% |
Vision
Sight | 8 |
Lite | 2 |
Offense: Mainhand
Damage | 70 |
Accuracy | 24 |
Crit Chance | 21% |
APR | 2 |
Speed | 1.43 |
Offense: Spell
Spellpower | 14.375 |
Crit Chance | 4% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 24.05 |
Crit Chance | 4% |
Speed | 1.4285714285714 |
Defense: Base
Armour (hardiness) | 44.65 (86.818181818182%) |
Defense | 13.5 |
Ranged Defense | 17.5 |
Fatigue | 16 |
Physical Save | 31.8625 |
Spell Save | 29.0875 |
Mental Save | 16.775 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 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: 15 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 poison effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 252 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 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. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | This unit will not die until it has less than -76 HP. Surge of Power |
detrimental effect | The target's vision range is decreased by 2. Reduced Vision |
detrimental effect | Huge cut that bleeds, doing 4.60 physical damage per turn. Bleeding |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | restorative pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) restorative pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Ranged Defense: +4 (+3 eff.) Fatigue: +3% Life regen: +1.80 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | cinder iron gauntlets of strength (+2) (0 def, 1 armour) cinder iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
On head | dragonslayer's dwarven-steel helm of the bounder (0 def, 4 armour) dragonslayer's dwarven-steel helm of the bounder (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +7 Dex Changes resistances: +7% acid / +5% fire / +5% lightning / +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | defiled ash wand of firewall [power 121] (5/6 cooldown) defiled ash wand of firewall [power 121] (5/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +6.00 It can be used to creates a wall of flames lasting for 4 turns (dam 121 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | mule's gold ring of power mule's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -7% Maximum encumbrance: +28 Spellpower: +7 (+2 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
On fingers | wizard's gold ring of perseverance wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +1.70 Rings can have magical properties. |
Around neck | starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% light / +16% darkness Blindness immunity: +24% Amulets can have magical properties. |
In main hand | dwarven-steel greatsword of the leech (35-56 power, 2 apr) dwarven-steel greatsword of the leech (35-56 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 7% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 16 nature slow Massive two-handed swords. |
Main armor | impenetrable dwarven-steel mail armour of fire resistance (3 def, 22 armour) impenetrable dwarven-steel mail armour of fire resistance (3 def, 22 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +3 (+3 eff.) Fatigue: +16% Changes resistances: +17% fire A suit of armour made of mail. |
Light source | brass lantern brass lantern2.00 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. |
Around waist | insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% fire / +6% cold Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
Newly picked up phase door rune (range 6; power 24; dur 5)phase door rune (range 6; power 24; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Newly picked up warrior's voratun ring of frost (+26%)warrior's voratun ring of frost (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +26% cold Changes damage: +13% cold Rings can have magical properties. |
Newly picked up stralite mace (35.5-49.7 power, 5 apr)stralite mace (35.5-49.7 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
penetrating hardened leather sling of lightning penetrating hardened leather sling of lightningRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +10 lightning When wielded/worn: Changes resistances penetration: +5% physical Changes damage: +11% lightning Damage Shield penetration: +15% Slings are used to hurl stones or metal shots at your foes. |
miner's pair of rough leather boots of tirelessness (0 def, 5 armour) miner's pair of rough leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
139 alchemist agate 139 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. |
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. |
ash totem of cure ailments [power 2] (5/10 cooldown) ash totem of cure ailments [power 2] (5/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
bright ash wand of conjuration [power 145] (5/10 cooldown) bright ash wand of conjuration [power 145] (5/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 115] (5/14 cooldown) supercharged elm wand of conjuration [power 115] (5/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 58-115), putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Nailfoot the Halfling Doombringer level 17
76th Pyre 122nd year of Ascendancy at 09:25 see stats
By Nailfoot the Halfling Doombringer level 10
75th Pyre 122nd year of Ascendancy at 01:13 see stats
By Nailfoot the Halfling Doombringer level 20
77th Pyre 122nd year of Ascendancy at 01:23 see stats
Log
Nailfoot hits Rogue for 17 nature damage.
Skeleton archer shoots!
Orc archer shoots!
Skeleton archer's Shoot hits Nailfoot for 87 physical, 2 physical, 8 fire (97 total damage).
Orc archer's Shoot hits Nailfoot for 37 physical, 11 arcane (48 total damage).
Nailfoot wears (replacing supercharged elm wand of conjuration [power 115] (1/14 cooldown)): defiled ash wand of firewall [power 121] (6 cooldown).
Bleeding from Skeleton archer hits Nailfoot for 5 physical damage.
Rogue hits Nailfoot for 12 physical, 10 nature, 13 temporal, 5 fire, 4 physical, 5 fire (48 total damage).
Nailfoot hits Rogue for 13 nature, 13 nature (26 total damage).
Orc archer shoots!
Skeleton archer hits Nailfoot for 1 physical damage.
Nailfoot hits Skeleton archer for 17 nature damage.
Nailfoot hits Rogue for 17 nature, 17 nature (34 total damage).
Rogue hits Nailfoot for 2 physical, 2 physical, 7 darkness (11 total damage).
Orc archer's Shoot hits Nailfoot for 36 physical, 11 arcane (47 total damage).
Nailfoot uses defiled ash wand of firewall [power 121] (6 cooldown)!
Nailfoot stops regenerating health quickly.
Skeleton archer is not dazed anymore.
Bleeding from Skeleton archer hits Nailfoot for 5 physical damage.
Rogue performs a melee critical strike against Nailfoot!
Nailfoot hits Rogue for 13 nature, 13 nature (26 total damage).
Rogue hits Nailfoot for 11 physical, 10 nature, 13 temporal, 5 fire, 8 physical, 5 fire (51 total damage).
Nailfoot the level 24 halfling doombringer was flamed to death by a rogue on level 34 of The Arena.
Rogue killed Nailfoot!
Nailfoot stops bleeding.
Nailfoot is not cripple anymore.
Nailfoot's surge ends.
The smoke around Nailfoot dissipate.