Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Blood Knight |
| Level / Exp | 2 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by king cobra at level 2 on the 74th Pyre 122nd year of Ascendancy at 20:57 / 1 |
Primary Stats
| Strength | 18 (base 18) |
| Dexterity | 10 (base 10) |
| Constitution | 17 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -5/162 |
| Stamina | 88/88 |
| Healing Factor | 1 |
| Regeneration | 5.5 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 17 |
| Crit Chance | 4% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 6 |
| Physical Save | 12.25 |
| Spell Save | 7 |
| Mental Save | 7 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Bloodflow | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Blodomination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Crimson | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Carnage | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Lifeblood | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Bleeding Pain |
| beneficial effect | The target is near a font of life, granting +5.25 life regeneration, -5.25 equilibrium regeneration, +5.25 stamina regeneration and +5.25 psi regeneration. Undeads are not affected. Font of Life |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | Huge cut that bleeds, doing 1.65 physical damage per turn. Bleeding 1.65/turn |
Quests
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 |
Equipment
| Light source | brass lantern 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. |
| Main armor | rough leather armour (1 def, 2 armour) 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 Fatigue: +6% A suit of armour made of leather. |
| In main hand | iron battleaxe (11-16.5 power, 1 apr) iron battleaxe (11-16.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
Inventory
This item will automatically be transmogrified when you leave the level. copper ring of sensingcopper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% See stealth: +6 See invisible: +5 Rings can have magical properties. |
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 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. |
Achievements
Log
White wolf hits Duzek for 8 physical damage.
White wolf howls
Great wolf hits Duzek for 2 physical damage.
Bleeding from White wolf hits Duzek for 2 physical damage.
Duzek uses Infusion: Wild.
Duzek stops bleeding.
Duzek is cured!
Duzek lessens the pain.
Duzek hits Great wolf for 23 physical damage.
Duzek killed Great wolf!
Duzek starts to bleed.
White wolf hits Duzek for 7 physical damage.
Bleeding from White wolf hits Duzek for 0 physical damage.
Duzek hits King cobra for 19 physical damage.
King cobra hits Duzek for 8 physical damage.
White wolf hits Duzek for 7 physical damage.
King cobra hits Duzek for 8 physical damage.
Bleeding from White wolf hits Duzek for 1 physical damage.
Duzek misses King cobra.
White wolf hits Duzek for 7 physical damage.
King cobra hits Duzek for 8 physical damage.
Talent Infusion: Regeneration is ready to use.
Bleeding from White wolf hits Duzek for 1 physical damage.
Duzek misses King cobra.
White wolf hits Duzek for 6 physical damage.
Saving game...
