
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 5 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Silolle the bee swarm at level 5 on the 77th Pyre 122nd year of Ascendancy at 23:48 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 18 (base 18) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 22 (base 17) |
Resources
| Life | -4/177 |
| Stamina | 78/120 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Barehand
| Damage | 20 |
| Accuracy | 24 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 5% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 5% |
| Speed | 1.4285714285714 |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 11 |
| Physical Save | 13 |
| Spell Save | 8 |
| Mental Save | 12 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Nature | + 11%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 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 / Pugilism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| detrimental effect | Huge cut that bleeds, doing 13.64 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| Quiver | pouch of iron shots of vileness (13/13, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 On weapon hit: * 6% chance to disease Damage (Ranged): +6 blight Shots are used with slings to pummel your foes to death. |
| Around neck | cleansing copper amulet of strength (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% nature / +12% blight Poison immunity: +20% Disease immunity: +21% Amulets can have magical properties. |
| Main armor | 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 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
| On hands | iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
| 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. |
| Cloak | enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Physical save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| On head | iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Inventory
This item will automatically be transmogrified when you leave the level.mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.arcing iron greatmaul (17-25.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron greatmaul of persecution (19.5-29.25 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage against: +9% Unnatural When wielded/worn: Changes stats: +3 Wil Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.River's Fury (23-32.2 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 1.94 cold damage and 1.94 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level.rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spiked iron plate armour of resilience (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Maximum life: +20.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.flaming iron shield (4 def, 2 armour, 19.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 5 fire Damage when hit (Melee): 11 fire Talent granted: +1 Block Handheld deflection devices. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 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. |
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
Log
Joseph Jostar starts to bleed.
Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 16 physical, (2 resist armour), 1 lightning, (2 resist armour), 7 physical, (2 resist armour), 1 lightning (26 total damage).
Bleeding from Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 1 physical (1 total damage).
Silolle the bee swarm performs a melee critical strike against Joseph Jostar!
The Cog spins up and deflects the blow from Joseph Jostar!
The Cog spins up and deflects the blow from Joseph Jostar!
Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 0 physical, (2 resist armour), 0 lightning, (2 resist armour), 4 physical, (2 resist armour), 1 lightning (6 total damage).
Joseph Jostar throws a finishing uppercut.
Silolle the bee swarm is stunned!
Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 1 acid, (2 resist armour), 5 physical (6 total damage).
Joseph Jostar hits Silolle the bee swarm for 16 physical damage.
The Cog spins up and deflects the blow from Joseph Jostar!
Silolle the bee swarm performs a melee critical strike against Joseph Jostar!
Joseph Jostar is crippled.
Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 0 physical, (1 resist armour), 0 lightning, (2 resist armour), 3 physical, (1 resist armour), 0 lightning (3 total damage).
Bleeding from Silolle the bee swarm hits Joseph Jostar for (1 resist armour), 0 physical (0 total damage).
The Cog spins up and deflects the blow from Joseph Jostar!
Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 0 physical, (1 resist armour), 0 lightning, (2 resist armour), 1 physical, (1 resist armour), 0 lightning (1 total damage).
Joseph Jostar throws two quick punches.
Silolle the bee swarm hits Joseph Jostar for (1 resist armour), 0 acid, (2 resist armour), 0 physical, (1 resist armour), 0 acid, (2 resist armour), 0 physical (1 total damage).
Joseph Jostar hits Silolle the bee swarm for 5 physical, 5 physical (10 total damage).
Silolle the bee swarm performs a melee critical strike against Joseph Jostar!
Talent Disengage is ready to use.
Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 7 physical, (1 resist armour), 0 lightning, (2 resist armour), 1 physical, (1 resist armour), 0 lightning (8 total damage).
Bleeding from Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 1 physical (1 total damage).
Silolle the bee swarm performs a melee critical strike against Joseph Jostar!
Silolle the bee swarm hits Joseph Jostar for (2 resist armour), 6 physical, (1 resist armour), 0 lightning, (2 resist armour), 2 physical, (1 resist armour), 0 lightning (7 total damage).
Saving game...































































