










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 11 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Yvoth the sick warg at level 11 on the 10th Dusk 122nd year of Ascendancy at 13:56 / 1 |
Primary Stats
| Strength | 26 (base 13) |
| Dexterity | 40 (base 21) |
| Constitution | 38 (base 14) |
| Magic | 14 (base 12) |
| Willpower | 15 (base 12) |
| Cunning | 42 (base 33) |
Resources
| Life | -11/338 |
| Stamina | 90/142 |
| Steam | 100/100 |
| Healing Factor | 1.2019230769231 |
| Regeneration | 0.30048076923077 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 12 |
| See Stealth | 16 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Barehand
| Damage | 40 |
| Accuracy | 49 |
| Crit Chance | 17% |
| APR | 12 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +40% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 15 (50.670658682635%) |
| Defense | 42 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 12 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Physical | + 9%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 7%( 70%) |
| Light | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 48.27 to 144.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 24 steam. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Striking Stance |
| beneficial effect | Increases defense by 14. Mobile Defense |
| beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
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 |
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 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | stealthy pair of hardened leather boots of uncanny dodging (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Changes stats: +9 Lck / +5 Dex Stealth bonus: +5 A pair of boots made of leather. |
| On hands | stone warden's rough leather gloves of archery (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Armour: +7 Armour Hardiness: +6% Changes stats: +2 Dex / +3 Cun / +6 Con Changes resistances: +4% physical When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +6 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Hellhue (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 fire Changes resistances: +9% darkness / +15% fire Changes resistances penetration: +15% darkness / +25% fire Infravision radius: +5 See stealth: +16 See invisible: +14 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 20%, and attempts to push all creatures other than yourself out of its radius, inflicting 3.96 light damage and 3.96 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Sunriver (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 20 light Changes stats: +2 Cun / +1 Str Changes resistances: +3% light / +3% fire Changes resistances penetration: +15% fire Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cuthoyandur the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% blight / +6% nature / +3% darkness / +3% lightning Changes damage: +3% mind Poison immunity: +10% Disease immunity: +11% Rings can have magical properties. |
| Around waist | GlusenorPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +9 Dex / +4 Cun / +1 Con / +7 Lck Reduces incoming crit damage: 5.00% Trap disarming bonus: +11 Stealth bonus: +7 Mental save: +14 (+7 eff.) Spellpower: +10 (+5 eff.) Light radius: +1 Infravision radius: +5 A belt that goes around your waist. |
| Main armor | Dagodig the linen robe (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes resistances: +5% arcane / +1% physical Physical save: +17 (+8 eff.) Disease immunity: +20% Confusion immunity: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Geramina' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Changes stats: +1 Dex / +2 Mag / +3 Wil Grants telepathy: Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | 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. |
Inventory
DairimadigInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str Grants telepathy: Humanoid/Orc Physical save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) Light radius: +3 Healing mod.: +10% A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% light Changes damage: +10% light Spell save: +15 (+11 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather hat of constitution (+2) (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: +2 Con Physical save: +10 (+5 eff.) A hat made of leather. Very stylish. |
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 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 after 40 turns, 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 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 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. |
quick elm totem of cure ailments [power 1] (33/7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine0.00 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lou Sir the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 13:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lou Sir the Cornac Adventurer level 10
9th Flare 122nd year of Ascendancy at 10:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lou Sir the Cornac Adventurer level 5
1st Mirth 122nd year of Ascendancy at 16:36 see stats
Log
You are unable to move!
Lou Sir resists the mind attack!
Lou Sir is no longer pinned.
Agony from Gloomy wolf hits Lou Sir for (6 resist armour), 0 mind (0 total damage).
Poison from Yvoth the sick warg hits Lou Sir for (21 resist armour), 20 nature (20 total damage).
Yvoth the sick warg shares damage with his oozes!
Yvoth the sick warg's Throwing Knife hits Lou Sir for (21 resist armour), 20 physical (20 total damage).
Lou Sir hits Yvoth the sick warg for 10 fire, 10 light (20 total damage).
Yvoth the sick warg uses Throwing Knives.
Yvoth the sick warg receives 43 healing.
Gloomy white wolf's creeping dark hits Lou Sir for (4 resist armour), 0 darkness (0 total damage).
Gloomy white wolf misses Lou Sir.
Lou Sir stops being poisoned.
Lou Sir is no longer writhing in agony.
Talent Clinch is ready to use.
Talent Double Strike is ready to use.
Lou Sir throws two quick punches.
Lou Sir slows down.
Lou Sir performs a melee critical strike against Gloomy white wolf!
Gloomy white wolf slows down.
Lou Sir performs a melee critical strike against Gloomy white wolf!
Gloomy white wolf hits Lou Sir for (12 resist armour), 0 cold, (12 resist armour), 0 cold (0 total damage).
Lou Sir hits Gloomy white wolf for 62 physical, 60 physical (122 total damage).
Gloomy white wolf misses Lou Sir.
Yvoth the sick warg activates his flower covered mindstar!
Yvoth the sick warg starts regenerating health quickly.
Saving game...




























































