Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 10 / 27% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 8 on the 10th Mirth 122nd year of Ascendancy at 06:39 0 / 5Killed by The Shade at level 8 on the 2nd Summertide 122nd year of Ascendancy at 08:02 Killed by Emunor the venom drake hatchling at level 9 on the 47th Dusk 122nd year of Ascendancy at 21:10 Killed by Emeluriavea the Guardian at level 10 on the 49th Dusk 122nd year of Ascendancy at 10:35 Killed by Polomida the cutpurse at level 10 on the 57th Dusk 122nd year of Ascendancy at 03:26 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 30 (base 27) |
Constitution | 10 (base 10) |
Magic | 23 (base 19) |
Willpower | 13 (base 10) |
Cunning | 23 (base 21) |
Resources
Life | -22/201 |
Mana | 151/169 |
Stamina | 114/114 |
Healing Factor | 1.1088888888889 |
Regeneration | 15.579888888889 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 33.773171249228 |
See Invisible | 42.773171249228 |
Offense: Mainhand
Damage | 22 |
Accuracy | 31 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 31 |
Crit Chance | 19% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 10% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 11 (37.587548638132%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 12 |
Mental Save | 23 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Bleed Resistance | 50% |
Teleport Resistance | 5% |
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
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 65 life over 5 turns. |
Class Talents
Technique / Duelist | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
talent | Shadow Combat |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 1.14 nature damage per turn and decreasing all heals received by 11%. Insidious Poison |
beneficial effect | A flow of life spins around the target, regenerating 13.00 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Parrying melee and ranged attacks: Has a 10% chance to deflect up to 7 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed snow giant kidney. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' Ungrol 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
Equipment
On feet | pair of rough leather boots 'Gloomraptor' (0 def, 7 armour) pair of rough leather boots 'Gloomraptor' (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +3% darkness Physical save: +3 (+3 eff.) Disease immunity: +10% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Strikefame the rough leather cap (0 def, 2 armour) Strikefame the rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +3% light / +3% blight Changes damage: +12% lightning Teleport immunity: +5% Infravision radius: +1 A cap made of leather. |
Tool | quick elm wand of trap destruction [power 16] (12 cooldown) quick elm wand of trap destruction [power 16] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (16 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Gunistir the copper ring Gunistir the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Dex Critical mult.: +5.00% Maximum encumbrance: +21 Mental save: +6 (+3 eff.) Infravision radius: +1 See invisible: +9 Rings can have magical properties. |
On fingers | Cyriba the Mirewisp Cyriba the MirewispCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes damage: +12% nature / +15% acid Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
Around neck | steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 167 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | flaming steel dagger of massacre (17.5-22.75 power, 6 apr) flaming steel dagger of massacre (17.5-22.75 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
On hands | Fogwrither (0 def, 2 armour) Fogwrither (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 acid Changes resistances penetration: +25% acid Physical save: +7 (+5 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +26% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | hateful iron dagger of daylight (10-13 power, 5 apr) hateful iron dagger of daylight (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light / +5 darkness Damage against: +4% Undead / +5% Living Sharp, short and deadly. |
Cloak | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 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. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
manasurge rune of the psychic (652% regen over 10 turns; 33 instant mana) manasurge rune of the psychic (652% regen over 10 turns; 33 instant mana)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: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 652% for 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. 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. |
phase door rune of the duelist (range 8; power 23; dur 4) phase door rune of the duelist (range 8; power 23; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. 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. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold / +12% fire Amulets can have magical properties. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 toll 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 that it stinks. |
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 (1/1) 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 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. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew wand of trap destruction 'Cyryldana' [power 65] (15 cooldown) yew wand of trap destruction 'Cyryldana' [power 65] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +5% mind Grants telepathy: Dragon Humanoid/Orc Critical mult.: +10.00% Mental crit. chance: +3% It can be used to disarm traps (65 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Done the Shalore Shadowblade level 10
48th Dusk 122nd year of Ascendancy at 14:28 see stats
Log
Polomida the cutpurse is not dazed anymore.
Polomida the cutpurse hits Done for (7 parried), 7 physical, 3 darkness, (7 parried), 15 physical, 1 nature, 2 light, 10 darkness (39 total damage).
Done hits Polomida the cutpurse for (12 to time), 0 acid, (10 to time), 0 cold, (8 to time), 0 nature, (12 to time), 0 acid, (10 to time), 0 cold, (8 to time), 0 nature (0 total damage).
Done casts Rune: Shielding.
A shield forms around Done.
Done uses Infusion: Regeneration.
Done starts regenerating health quickly.
Insidious Poison from Polomida the cutpurse hits Done for (1 absorbed), 0 nature (0 total damage).
The fabric of time around Polomida the cutpurse stabilizes to normal.
The powerful time-altering energies generate a restoration field on Polomida the cutpurse.
Polomida the cutpurse hits Done for (30 absorbed), 0 physical, (10 absorbed), 0 darkness, (19 absorbed), 0 physical, (1 absorbed), 0 nature, (2 absorbed), 0 light, (10 absorbed), 0 darkness (0 total damage).
Done hits Polomida the cutpurse for (9 to time), 2 acid, 10 cold, 8 nature, 12 acid, 10 cold, 8 nature (51 total damage).
Done misses Polomida the cutpurse.
Done hits Polomida the cutpurse for (12 parried), 4 physical, 5 light, 4 darkness, 13 darkness (25 total damage).
Polomida the cutpurse hits Done for (8 absorbed), 0 physical (0 total damage).
Insidious Poison from Polomida the cutpurse hits Done for (1 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around Done crumbles.
Polomida the cutpurse hits Done for (18 absorbed), 10 physical, 10 darkness, (7 parried), 16 physical, 1 nature, 2 light, 10 darkness (49 total damage).
Done hits Polomida the cutpurse for 12 acid, 10 cold, 8 nature, 12 acid, 10 cold, 8 nature (60 total damage).
Polomida the cutpurse receives 22 healing from Temporal Restoration Field.
Done hits Polomida the cutpurse for 19 physical, 13 darkness, 6 fire, 11 physical, 5 light, 4 darkness, 13 darkness (71 total damage).
Polomida the cutpurse hits Done for 8 physical, 8 physical (16 total damage).
Insidious Poison from Polomida the cutpurse hits Done for 1 nature damage.
Polomida the cutpurse uses Infusion: Movement.
Polomida the cutpurse is moving freely.
Saving game...