











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 15 / 84% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 14 on the 68th Dusk 122nd year of Ascendancy at 08:49 / 2Killed by Harkor'Zun at level 15 on the 31st Haze 122nd year of Ascendancy at 15:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 44 (base 37) |
| Constitution | 13 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 13) |
| Cunning | 36 (base 31) |
Resources
| Life | -47/390 |
| Stamina | 134/154 |
| Healing Factor | 1.4245901639344 |
| Regeneration | 0.3561475409836 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 32.617305437452 |
| See Invisible | 32.617305437452 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 55 |
| Crit Chance | 52% |
| APR | 12 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Light | +10% |
| Nature | +6% |
Offense: Damage Penetration
| Lightning | +7% |
Defense: Base
| Armour (hardiness) | 22 (57.811550151976%) |
| Defense | 54 |
| Ranged Defense | 56 |
| Fatigue | 6.7616173808087 |
| Physical Save | 30 |
| Spell Save | 37 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 31%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 70%( 70%) |
| All | 0%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 20% |
| Confusion Resistance | 15% |
| Knockback Resistance | 20% |
| Stun Resistance | 27% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Poisons | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| talent | Apply Poison |
| beneficial effect | The target's luck and cunning combine to grant it 31% higher critical chance and 31 saves. Halflings's Luck |
| detrimental effect | Huge cut that bleeds, doing 30.58 physical damage per turn. Bleeding |
| beneficial effect | Increases defense by 17. Mobile Defense |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 22 defense. Evasion |
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 lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved mental save by +4. | done |
You failed to protect the lost anorithil from death by Salunne the giant white mouse. Escort: lost anorithil (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. 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.' * You've found the needed ice ant stinger. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +5% fire Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
| Quiver | high-capacity pouch of dwarven-steel shots of erosion (43/43, 33.5-40.2 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 43 Damage (Ranged): +10 nature / +10 temporal When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
| Light source | 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 (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Gilirokan the hardened leather cap (6 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +10% cold / +5% physical Allows you to breathe in: water Mental save: +6 (+2 eff.) Blindness immunity: +15% Stun/Freeze immunity: +5% A cap made of leather. |
| On hands | polar hardened leather gloves of butchering (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 7 cold Changes resistances: +5% blight / +6% cold Changes damage: +3% cold Spell save: +10 (+4 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Belumas (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str Changes resistances: +11% nature / +6% darkness Changes damage: +6% nature Confusion immunity: +15% Maximum hate: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
| In main hand | thunderous hardened leather sling of true flightRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 8% chance to daze at end of turn When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +7.0% Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Yvoldama the Glowwasp (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 light Changes resistances: +6% blight / +9% cold / +1% physical Spell save: +3 (+2 eff.) Maximum life: +35.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked rough leather armour of cold resistance (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 Changes resistances: +16% cold A suit of armour made of leather. |
Inventory
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)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. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Zsikri the Halfling Skirmisher level 15
79th Dusk 122nd year of Ascendancy at 23:17 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zsikri the Halfling Skirmisher level 14
58th Dusk 122nd year of Ascendancy at 21:56 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zsikri the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 18:31 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zsikri the Halfling Skirmisher level 12
6th Dusk 122nd year of Ascendancy at 00:35 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zsikri the Halfling Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 06:56 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Zsikri the Halfling Skirmisher level 14
68th Dusk 122nd year of Ascendancy at 08:49 see stats
Log
Zsikri uses Kneecapper.
Harkor'Zun is pinned to the ground.
Zsikri's Kneecapper hits Harkor'Zun for 58 physical, 11 nature, 10 temporal (78 total damage).
Harkor'Zun casts Earthquake.
Harkor'Zun's physical stun area effect hits Harkor'Zun for 41 physical damage.
Harkor'Zun's physical stun area effect hits Zsikri for 52 physical damage.
Harkor'Zun uses Constrict.
Zsikri cleverly deflects the attack with her shield!
Zsikri repels an attack from Harkor'Zun.
Harkor'Zun's physical stun area effect hits Harkor'Zun for 41 physical damage.
Harkor'Zun's physical stun area effect hits Zsikri for 52 physical damage.
Harkor'Zun is no longer pinned.
Zsikri cleverly deflects the attack with her shield!
Zsikri repels an attack from Harkor'Zun.
Harkor'Zun resists the stun!
Harkor'Zun's physical stun area effect hits Zsikri for 52 physical damage.
Harkor'Zun's physical stun area effect hits Harkor'Zun for 41 physical damage.
Harkor'Zun casts Earthen Missiles.
Zsikri is recovering from the damage!
Zsikri tries to evade attacks.
Zsikri starts to bleed.
Harkor'Zun's Earthen Missiles hits Zsikri for 65 physical, 11 physical (76 total damage).
Harkor'Zun's Earthen Missiles hits Zsikri for 65 physical, 11 physical (76 total damage).
Harkor'Zun's Earthen Missiles hits Zsikri for 65 physical, 11 physical (76 total damage).
Saving game...


























































