









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 5 / 25% |
Size | medium |
Lifes / Deaths | Killed by elven tempest at level 5 on the 78th Pyre 122nd year of Ascendancy at 18:15 / 1 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 18 (base 15) |
Constitution | 10 (base 10) |
Magic | 20 (base 16) |
Willpower | 13 (base 10) |
Cunning | 24 (base 21) |
Resources
Life | -20/165 |
Mana | 123/139 |
Stamina | 59/100 |
Healing Factor | 0.85 |
Regeneration | 0.2125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 18 |
Accuracy | 24 |
Crit Chance | 12% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 24 |
Crit Chance | 12% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 2 (37.587548638132%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 18 |
Mental Save | 18 |
Defense: Resistances
Light | + 30%( 70%) |
Mind | + 10%( 70%) |
Fire | + 6%( 70%) |
Cold | + 5%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Confusion Resistance | 21% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 4/5 |
| 0/5 |
| 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 | Huge cut that bleeds, doing 11.60 physical damage per turn and decreasing all heals received by 25%. Deep Wound |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
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 successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Cunning by +2. | done |
Equipment
Light source | ![]() Infused 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 17 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+4 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 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% Sharp, short and deadly. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% cold / +6% fire Maximum encumbrance: +20 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 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% Sharp, short and deadly. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 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. |
Inventory
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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
A shield forms around Nanariel.
Nanariel misses Mean looking elven guard.
Nanariel hits Mean looking elven guard for 10 physical, 10 darkness (20 total damage).
Mean looking elven guard is not stunned anymore.
Mean looking elven guard uses Bleeding Edge.
Nanariel is cut deeply.
Mean looking elven guard hits Nanariel for (43 absorbed), 0 physical, (6 absorbed), 0 cold (0 total damage).
Nanariel hits Mean looking elven guard for 23 physical, 10 darkness, 12 physical, 10 darkness (55 total damage).
Deep Wound from Mean looking elven guard hits Nanariel for (12 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Nanariel crumbles.
Mean looking elven guard hits Nanariel for (39 absorbed), 0 physical, (0 absorbed), 5 cold (5 total damage).
Nanariel misses Mean looking elven guard.
Nanariel performs a melee critical strike against Mean looking elven guard!
Nanariel hits Mean looking elven guard for 14 physical damage.
Nanariel killed Mean looking elven guard!
Talent Dual Strike is ready to use.
Deep Wound from Mean looking elven guard hits Nanariel for 12 physical damage.
Mean looking elven guard misses Nanariel.
Nanariel uses Dual Strike.
Elven guard is stunned!
Nanariel hits Elven guard for 13 physical, 10 darkness, 25 physical, 10 darkness (58 total damage).
Deep Wound from Mean looking elven guard hits Nanariel for 12 physical damage.
Mean looking elven guard misses Nanariel.
Elven guard misses Nanariel.
Elven tempest casts Lightning.
Saving game...