Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Thalore |
Class | Adventurer |
Level / Exp | 12 / 38% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 50.213525491562 (base 37) |
Dexterity | 60.427050983125 (base 36) |
Constitution | 53.427050983125 (base 37) |
Magic | 42.213525491562 (base 37) |
Willpower | 29 (base 30) |
Cunning | 54.427050983125 (base 37) |
Resources
Life | 5305/5305 |
Mana | 1467/1467 |
Stamina | 684/684 |
Hate | 75/100 |
Healing Factor | 1.1688090327053 |
Regeneration | 26.644938455754 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +224.16407864999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 11 |
See Stealth | 82.272866740125 |
See Invisible | 100.69991772325 |
Offense: Mainhand
Damage | 151 |
Accuracy | 85 |
Crit Chance | 48% |
APR | 49 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16.5 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Nature | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Fire | +20% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 14 (63.720930232558%) |
Defense | 53 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 73 |
Mental Save | 48 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 45%( 70%) |
All | + 43%( 70%) |
Lightning | + 53%( 70%) |
Light | + 47%( 70%) |
Temporal | + 47%( 70%) |
Mind | + 40%( 70%) |
Darkness | + 65%( 86%) |
Fire | + 52%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Teleport Resistance | 5% |
Blind Resistance | 94% |
Silence Resistance | 10% |
Bleed Resistance | 10% |
Disarm Resistance | 31% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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: 12 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 1 poison effect. |
Class Talents
Technique / Bloodthirst | 5.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 5.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Speed Control | 5.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Slaughter | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 5.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 5.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 5.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Thuggery | 5.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 5.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 5.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 5.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Effects
talent | Insidious Poison |
talent | Apply Poison |
talent | Lacerating Strikes |
talent | Volatile Poison |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.2)Penalty : Fractured Sanity: -6% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +25% critical damage, +27% off-hand weapon damage Power 2+: -1 Luck, +15 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 8.4% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 5%) for 4 turns. Power 1+: Nightwalker: +33 Darkness Resistance, +16% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 36% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 36% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 8. Power 4+: Reprieve from Death: Humanoids you slay have a 46% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | The target is moving is 224% faster. 3 Celerity |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+36% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 8.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +16 Defense, +8 Ranged Defense Power 2+: -1 Luck, +15 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+56% chance to avoid traps). Power 4+: Unfortunate End: There is a 40% chance that the damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 1 of Dreadfell) | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | active |
Equipment
On feet | Scorchhue the pair of iron boots (Misfortune) (0 def, 8 armour) Scorchhue the pair of iron boots (Misfortune) (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes resistances: +9% blight / +3% temporal Changes resistances penetration: +20% fire Cut immunity: +10% Stun/Freeze immunity: +15% Infravision radius: +2 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | rough leather gloves of dexterity (+3) (Corpses) (0 def, 1 armour) rough leather gloves of dexterity (+3) (Corpses) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Changes stats: +3 Dex Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Arcquill (Misfortune) (0 def, 3 armour) Arcquill (Misfortune) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes stats: +3 Str Changes resistances penetration: +20% lightning Changes damage: +18% lightning Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Earuleg the iron pickaxe (Shrouds) (dig speed 30 turns) Earuleg the iron pickaxe (Shrouds) (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Effects on melee hit: * 20 arcane resource burn Changes stats: +1 Str / +3 Dex Changes resistances: +3% blight Infravision radius: +1 When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
On fingers | Erelukalthodil the steel ring (Madness) Erelukalthodil the steel ring (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Spell save: +16 (+4 eff.) Mental save: +7 (+2 eff.) Curse of Madness Rings can have magical properties. |
Around waist | nightruned rough leather belt of the mystic (Madness) nightruned rough leather belt of the mystic (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness Mental save: +6 (+2 eff.) Spellpower: +4 (+1 eff.) Curse of Madness A belt that goes around your waist. |
Main armor | rough leather armour 'Shimmerriver' (Corpses) (1 def, 2 armour) rough leather armour 'Shimmerriver' (Corpses) (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): 16 darkness / 4 lightning Changes resistances: +18% lightning / +15% fire Changes resistances penetration: +5% lightning / +5% darkness Curse of Corpses A suit of armour made of leather. |
Cloak | linen cloak 'Belorawen' (Madness) (16 def, 0 armour) linen cloak 'Belorawen' (Madness) (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+5 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% blight / +5% arcane Physical save: +6 (+2 eff.) Silence immunity: +10% Pinning immunity: +10% Teleport immunity: +5% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | Dagogund (Misfortune) (122% power, 2 apr) Dagogund (Misfortune) (122% power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 122% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+3 eff.) Changes resistances: +3% acid / +3% cold / +3% temporal Disarm immunity: +31% Confusion immunity: +15% Curse of Misfortune Massive two-handed swords. |
Inventory
Neruba the iron battleaxe (Madness) (113% power, 1 apr) Neruba the iron battleaxe (Madness) (113% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 113% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 nature / +9 temporal When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.20 Maximum hate: +4.00 Curse of Madness Massive two-handed battleaxes. |
Velulaith the Dawnpython (Shrouds) (113% power, 1 apr) Velulaith the Dawnpython (Shrouds) (113% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +9 temporal Burst (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% fire Curse of Shrouds Massive two-handed swords. |
iron greatsword (Madness) (111% power, 1 apr) iron greatsword (Madness) (111% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 111% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Curse of Madness Massive two-handed swords. |
Ademina the linen wizard hat (Misfortune) (1 def, 0 armour) Ademina the linen wizard hat (Misfortune) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Wil Changes resistances: +11% mind Changes damage: +11% mind Grants telepathy: Humanoid/Orc Mental crit. chance: +3% Curse of Misfortune A pointy cloth hat, very wizardly... |
Eel-skin armour (Shrouds) (10 def, 1 armour) Eel-skin armour (Shrouds) (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Shrouds It can be used to activate talent Call Lightning (costing 8 power out of 50/50) : Effective talent level: 2.0 Power cost: 8 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.08 to 141.24 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
steel plate armour 'Faluroddarand' (Madness) (4 def, 9 armour) steel plate armour 'Faluroddarand' (Madness) (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +17% acid / +15% cold / +6% darkness / +16% fire Curse of Madness A suit of armour made of metal plates. |
4 agate 4 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern (Nightmares) brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Nightmares 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. |
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 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. |
ametrine 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Darkgod the Thalore Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 21:35 see stats
By Darkgod the Thalore Adventurer level 11
8th Flare 122nd year of Ascendancy at 20:29 see stats
By Darkgod the Thalore Adventurer level 11
3rd Summertide 122nd year of Ascendancy at 11:49 see stats
Log
Darkgod deactivates Apply Poison.
Darkgod deactivates Lacerating Strikes.
Darkgod deactivates Volatile Poison.
Darkgod deactivates Insidious Poison.