Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Star kitty race 1.0.4 Runic Golem 1.0.4 Items Vault 1.0.3 Arcanum Class Pack 1.0.4 Infinite Farportal 1.0.4 Draconians 1.0.4 Spellsword 1.0.4 Doctornull's Class Pack 1.0.4 |
| Campaign | Infinite Farportal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Runic Golem |
| Class | None |
| Level / Exp | 12 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Glarita the cave bear at level 11 on the 77th Pyre 122nd year of Ascendancy at 10:24 2 / 2Killed by Glarita the cave bear at level 11 on the 77th Pyre 122nd year of Ascendancy at 12:03 |
Primary Stats
| Strength | 50 (base 30) |
| Dexterity | 9 (base 11) |
| Constitution | 26 (base 15) |
| Magic | 27 (base 20) |
| Willpower | 17 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 414/414 |
| Mana | 252/252 |
| Stamina | 178/178 |
| Healing Factor | 1.1 |
| Regeneration | 1.925 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 22 |
| Crit Chance | 11% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.95 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +14% |
| Mind | +8% |
| All | +4% |
| Arcane | +12% |
| Fire | +13% |
| Nature | +10% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 35.92 (74%) |
| Defense | 14.65 |
| Ranged Defense | 14.65 |
| Fatigue | 14 |
| Physical Save | 39.7375 |
| Spell Save | 16.275 |
| Mental Save | 16.325 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 29%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 34%( 70%) |
| Mind | + 11%( 70%) |
| Arcane | + 10%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Confusion Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Disarm Resistance | 15% |
| Bleed Resistance | 100% |
| Teleport Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 261 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Golem combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Skin | 1.52 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Elemental | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Gems | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Earth affinity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Runic golem | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress can support: 497 more runs. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one green worm. Try to get any knots out before returning. Wear gloves.' * You've found the needed bear paw. | active |
Equipment
| On feet | Boralin the Sunkill (0 def, 4 armour) Boralin the Sunkill (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Str / +3 Mag / +4 Wil Damage when the wearer is hit: 4 fire Changes resistances: +18% fire Changes resistances penetration: +15% fire Changes damage: +9% fire Stamina each turn: +0.80 Maximum stamina: +28.00 Infravision radius: +2 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Socketed Gem (Left) | amethyst amethyst0.00 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% Gems can be sold for money or used in arcane rituals. |
| Socketed Gem (Right) | emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
| On hands | psychic's iron gauntlets of magic (+2) (0 def, 1 armour) psychic's iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Damage when the wearer hits(melee): 5 mind Changes resistances: +5% mind Changes damage: +4% mind / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Umbramaim (0 def, 1 armour) Umbramaim (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +6% darkness / +3% fire Mental save: +6 Disease immunity: +5% A cap made of leather. |
| Tool | 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. |
| On fingers | Ring of Deception Ring of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: jewelry / ring When wielded/worn: Physical power: +12 Spellpower: +12 Mindpower: +12 A black ring, with subtle illusion enchantments flowing around it. |
| On fingers | Baredugas the Umbrapeal Baredugas the UmbrapealInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Defense: +5 Changes stats: +4 Con Damage when the wearer is hit: 8 darkness / 8 blight Changes resistances: +9% darkness / +6% blight Physical save: +8 Stun/Freeze immunity: +26% Life regen: +0.80 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | steel amulet 'Anosarim' steel amulet 'Anosarim'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +4.0% Armour: +4 Fatigue: -6% Talent mastery: +0.22 Spell / Skin Critical mult.: +12.00% Cut immunity: +10% Disarm immunity: +5% Teleport immunity: +5% Life regen: +0.70 New effects duration reduction after a teleport: +30% Amulets can have magical properties. |
| In main hand | dwarven-steel greatsword of massacre (41.5-66.4 power, 2 apr) dwarven-steel greatsword of massacre (41.5-66.4 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
| Main armor | Bregeledil (3 def, 8 armour) Bregeledil (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +11 Str / +3 Wil / +4 Con Changes resistances: +24% cold Physical save: +19 Vim when firing critical spell: +4.00 Maximum life: +68.00 Spell crit. chance: +2% Light radius: +2 New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 7 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| 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. |
| Around waist | Mayathra MayathraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 4 blight Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Maximum vim: +10.00 New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Inventory
vined mindstar of sand (6-6.6 power, 18 apr, mind damage) vined mindstar of sand (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 physical Changes resistances: +2% physical Changes resistances penetration: +3% physical Changes damage: +3% physical 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. |
opal opal0.00 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 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. |
iron pickaxe (dig speed 39 turns) iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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
Level 10
Got a character to level 10.By NormalLeech the Runic Golem None level 10
74th Pyre 122nd year of Ascendancy at 11:10 see stats
Log
There is an item here: sun infusion (rad 6; power 21; turns 4; dispells darkness)
There is an item here: regeneration infusion (heal 60 over 5 turns)
There is an item here: mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage)
There is an item here: Geteruitir the ash totem of cure poisons [power 1] (14 cooldown)
There is an item here: Blastwarden (4 def, 2 armour, 20 block)
There is an item here: pair of hardened leather boots 'Nelen' (6 def, 7 armour)
There is an item here: Blastwarden (4 def, 2 armour, 20 block)
There is an item here: Geteruitir the ash totem of cure poisons [power 1] (14 cooldown)
There is an item here: mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage)
There is an item here: Skyrazor (15-18 power, 3 apr, fire damage)
There is an item here: anchoring steel amulet
There is an item here: steel amulet of murder
There is an item here: Skyrazor (15-18 power, 3 apr, fire damage)
There is an item here: mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage)
NormalLeech picks up (a.): mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage).
Sold: mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage) for 2.70 gold.
