










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 10 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinidhethra the ghoulking at level 10 on the 5th Dusk 122nd year of Ascendancy at 12:51 / 1 |
Primary Stats
| Strength | 8 (base 11) |
| Dexterity | 27 (base 24) |
| Constitution | 21 (base 18) |
| Magic | 15 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 30 (base 26) |
Resources
| Life | -3/256 |
| Stamina | 98/142 |
| Healing Factor | 1.386387434555 |
| Regeneration | 0.34659685863874 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 36.004149834542 |
| See Invisible | 36.004149834542 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 33 |
| Crit Chance | 19% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 33 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
Defense: Base
| Armour (hardiness) | 5 (49.309173272933%) |
| Defense | 35 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 20 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 4%( 70%) |
| Cold | + 10%( 70%) |
| All | -20%( 70%) |
| Darkness | + 4%( 70%) |
| Light | + 6%( 70%) |
| Temporal | -12%( 70%) |
| Mind | -14%( 70%) |
| Fire | -14%( 70%) |
| Nature | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse 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 brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 38) for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Lacerating Strikes |
| detrimental effect | The target is infected by a disease, reducing its strength by 5 and doing 22.05 blight damage per turn. Weakness Disease |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 7 and doing 22.05 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 24.05 blight damage per turn. Rotting Disease |
| beneficial effect | Parrying melee and ranged attacks: Has a 52% chance to deflect up to 13 damage from the next 1.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
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 |
Equipment
| On feet | insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +5% cold / +5% fire A pair of boots made of leather. |
| Light source | brass lantern 'Emolle'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +2 Dex / +6 Con Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. |
| On head | prismatic rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +11% light / +10% darkness A cap made of leather. |
| On hands | temporal rough leather gloves of dexterity (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +3 Dex Changes resistances: +7% temporal Changes damage: +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 8 turns) 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. |
| On fingers | titan's gold ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Con Physical save: +6 (+3 eff.) Spellpower: +7 (+3 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
| On fingers | wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+5 eff.) Rings can have magical properties. |
| Around neck | starlit copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
| In main hand | acidic steel dagger of erosion (11-14.3 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 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: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +4 temporal / +5 nature Sharp, short and deadly. |
| 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 | acidic iron dagger of massacre (14.5-18.85 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 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% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
| Cloak | enveloping linen cloak (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +6 (+3 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 | enlightening rough leather armour of clarity (1 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +3 Wil Changes resistances: +5% mind Mental save: +21 (+10 eff.) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.shielding rune of the warrior (absorb 92 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 92 damage for 4 turns. Its effects scale with your Strength 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. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.insidious steel dagger of massacre (16.5-21.45 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 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% Damage (Melee): +9 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.arcing iron greatsword of massacre (26-41.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +15% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable iron plate armour of spell shielding (3 def, 13 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +6% arcane Spell save: +11 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.shocking steel shield (6 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 10 lightning Talent granted: +2 Block Handheld deflection devices. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Roguelike)
Turn into a pirate!By Alatiere the Cornac Rogue level 2
75th Pyre 122nd year of Ascendancy at 00:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By Alatiere the Cornac Rogue level 10
9th Flare 122nd year of Ascendancy at 19:51 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Alatiere the Cornac Rogue level 6
77th Pyre 122nd year of Ascendancy at 04:42 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Alatiere the Cornac Rogue level 10
3rd Dusk 122nd year of Ascendancy at 06:45 see stats
Log
Bleeding from Alatiere hits Eilinidhethra the ghoulking for (6 resist armour), 0 physical (0 total damage).
Alatiere hits Eilinidhethra the ghoulking for (11 resist armour), 33 physical, (7 resist armour), 0 acid, (4 resist armour), 0 temporal, (5 resist armour), 0 nature, (5 resist armour), 0 temporal, (11 resist armour), 22 physical, (4 resist armour), 0 acid, (5 resist armour), 0 temporal (55 total damage).
Eilinidhethra the ghoulking uses Stun.
Alatiere is stunned!
Eilinidhethra the ghoulking hits Alatiere for 79 physical damage.
Rotting Disease from Eilinidhethra the ghoulking hits Alatiere for 23 blight damage.
Alatiere uses Infusion: Healing.
Alatiere receives 133 healing from Infusion: Healing.
Eilinidhethra the ghoulking's Summon is disrupted by his wounds!
Eilinidhethra the ghoulking hits Alatiere for 10 physical, 10 physical (20 total damage).
Acid Splash from Alatiere hits Eilinidhethra the ghoulking for (2 resist armour), 0 acid (0 total damage).
Bleeding from Alatiere hits Eilinidhethra the ghoulking for (3 resist armour), 0 physical (0 total damage).
Alatiere hits Eilinidhethra the ghoulking for (11 resist armour), 2 physical, (2 resist armour), 0 acid, (1 resist armour), 0 temporal, (2 resist armour), 0 nature, (2 resist armour), 0 temporal, (11 resist armour), 0 physical, (1 resist armour), 0 acid, (2 resist armour), 0 temporal (2 total damage).
Eilinidhethra the ghoulking performs a diseased attack against Alatiere.
Alatiere is afflicted by a weakness disease!
Eilinidhethra the ghoulking hits Alatiere for (13 parried), 51 physical (51 total damage).
Alatiere is no longer evading attacks.
Weakness Disease from Eilinidhethra the ghoulking hits Alatiere for 21 blight damage.
Rotting Disease from Eilinidhethra the ghoulking hits Alatiere for 23 blight damage.
Alatiere misses Eilinidhethra the ghoulking.
Eilinidhethra the ghoulking is free from the acid.
Eilinidhethra the ghoulking hits Alatiere for 12 physical damage.
Bleeding from Alatiere hits Eilinidhethra the ghoulking for (4 resist armour), 0 physical (0 total damage).
Alatiere hits Eilinidhethra the ghoulking for (11 resist armour), 1 physical, (2 resist armour), 0 acid, (2 resist armour), 0 temporal (1 total damage).
Eilinidhethra the ghoulking performs a diseased attack against Alatiere.
Alatiere is afflicted by a decrepitude disease!
Eilinidhethra the ghoulking hits Alatiere for (13 parried), 67 physical (67 total damage).
Saving game...







































































