Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 11 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 11 on the 34th Dusk 122nd year of Ascendancy at 19:27 / 1 |
Primary Stats
| Strength | 32 (base 32) |
| Dexterity | 34 (base 24) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 26 (base 11) |
Resources
| Life | -30/238 |
| Stamina | 155/155 |
| Healing Factor | 1.15 |
| Regeneration | 8.9125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 26 |
| Crit Chance | 28% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 26 |
| Crit Chance | 27% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.2 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Acid | +9% |
| Mind | +6% |
| Nature | +4% |
Offense: Damage Penetration
| Darkness | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 11.4 |
| Ranged Defense | 11.4 |
| Fatigue | 10 |
| Physical Save | 24.75 |
| Spell Save | 10.5 |
| Mental Save | 33.55 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Physical | + 7%( 70%) |
| Light | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 44% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Frozen SpearUse mode: Activated Range: 8.0 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 138.00 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 117 life. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 2/5 |
Effects
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. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Umbravein the pair of iron boots (0 def, 3 armour) Umbravein the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Dex Damage when the wearer hits(melee): 4 darkness Changes damage: +3% darkness / +9% acid It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of the moons brass lantern of the moonsPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Light radius: +2 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 74.94 damage. The damage dealt will increase with your Spellpower. 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. |
| On head | iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged ash wand of conjuration [power 223] (8 cooldown) supercharged ash wand of conjuration [power 223] (8 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 112-223), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On hands | Branezilazor the rough leather gloves (0 def, 1 armour) Branezilazor the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 nature Damage when the wearer is hit: 8 mind Changes resistances: +6% nature Changes damage: +4% nature / +6% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | drakeskin leather belt 'Fogspar' drakeskin leather belt 'Fogspar'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Fatigue: -2% Changes stats: +6 Dex / +5 Cun / +5 Con Damage when the wearer is hit: 12 darkness Changes resistances penetration: +5% darkness Physical save: +12 Mental save: +15 Spellpower: +8 Mindpower: +12 Mental crit. chance: +15% Healing mod.: +15% A belt that goes around your waist. |
| In main hand | flaming steel dagger of ruin (11-14.3 power, 6 apr) flaming steel dagger of ruin (11-14.3 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Critical mult.: +11.00% Sharp, short and deadly. |
| Main armor | Sunstrike the cured leather armour (2 def, 4 armour) Sunstrike the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +10 Wil / +6 Cun / +3 Con Damage when the wearer is hit: 4 fire Mental save: +16 See invisible: +3 A suit of armour made of leather. |
| In off hand | hateful iron dagger of amnesia (6-7.8 power, 5 apr) hateful iron dagger of amnesia (6-7.8 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 6.0 - 7.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +5 darkness Damage against: +5% Humanoid When wielded/worn: Damage when the wearer is hit: 5 mind Sharp, short and deadly. |
| Cloak | murderer's linen cloak (1 def, 0 armour) murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +4 Defense: +1 Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gorudir the steel amulet Gorudir the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -2% Changes stats: +1 Dex Changes resistances: +7% physical Changes resistances penetration: +5% physical Critical mult.: +5.00% Stamina each turn: +0.40 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. thought-forged iron greatmaul of vileness (14-21 power, 1 apr)thought-forged iron greatmaul of vileness (14-21 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +8 mind / +9 blight Burst (radius 2) on crit: +8 infective blight Damage conversion: 32% mind When wielded/worn: Changes stats: +3 Wil Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. Brodyyalar the Strikepyre (0 def, 1 armour)Brodyyalar the Strikepyre (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances penetration: +5% mind Changes damage: +6% lightning Grants telepathy: Dragon A cap made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
231 alchemist agate 231 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. |
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 stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 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 old Sher'tul places of power, any items dropped inside is 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. |
Gosena the Loambile [power 129] (6 cooldown) Gosena the Loambile [power 129] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 nature / 6 acid Damage when the wearer is hit: 20 nature / 8 mind Changes resistances penetration: +5% acid Maximum vim: +11.00 It can be used to fire a beam of lightning (dam 43-129), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By M - CorMar the Cornac Marauder level 11
26th Dusk 122nd year of Ascendancy at 20:30 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By M - CorMar the Cornac Marauder level 10
8th Flare 122nd year of Ascendancy at 23:44 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By M - CorMar the Cornac Marauder level 10
10th Flare 122nd year of Ascendancy at 04:58 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By M - CorMar the Cornac Marauder level 9
7th Flare 122nd year of Ascendancy at 02:47 see stats
You know who's to blame (reprise) (Madness (Roguelike) difficulty)
Killed Myssil, causing her to drop the Rod of Recall.By M - CorMar the Cornac Marauder level 7
6th Mirth 122nd year of Ascendancy at 18:35 see stats
Log
M - CorMar hits Honey tree for 14 mind, 13 darkness, 4 fire (31 total damage).
Honey tree hits M - CorMar for 9 physical damage.
You collect a new ingredient: honey tree root.
M - CorMar hits Honey tree for 34 physical, 5 nature, 4 darkness, 5 fire, 26 physical (74 total damage).
M - CorMar killed Honey tree!
Ran for 11 turns (stop reason: hostile spotted to the southwest (war bear)).
You may not auto-explore with enemies in sight (war bear to the southwest)!
M - CorMar hits War bear for 32 physical, 4 nature, 4 darkness, 4 fire, 24 physical, 5 darkness, 4 nature, 4 darkness (82 total damage).
M - CorMar hits War bear for 32 physical, 4 nature, 4 darkness, 4 fire, 29 physical, 5 darkness, 4 nature, 4 darkness (88 total damage).
M - CorMar hits War bear for 14 mind, 13 darkness, 3 fire (30 total damage).
War bear hits M - CorMar for 16 physical damage.
M - CorMar hits War bear for 41 physical, 4 nature, 4 darkness, 4 fire, 29 physical, 5 darkness, 4 nature, 4 darkness (97 total damage).
You collect a new ingredient: bear paw.
M - CorMar hits War bear for 33 physical damage.
M - CorMar killed War bear!
Skeleton warrior hits M - CorMar for 69 physical, 8 lightning (77 total damage).
M - CorMar hits Skeleton warrior for 12 mind, 13 darkness, 4 fire (30 total damage).
Skeleton warrior hits M - CorMar for 100 physical, 8 lightning (108 total damage).
M - CorMar hits Skeleton warrior for 12 mind, 13 darkness, 4 fire (30 total damage).
Saving game...
