Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 20 / 25% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 48 (base 48) |
| Dexterity | 48 (base 48) |
| Constitution | 52 (base 48) |
| Magic | 56 (base 48) |
| Willpower | 59 (base 48) |
| Cunning | 61 (base 48) |
Resources
| Mana | 89/89 |
| Psi | 29/29 |
| Hate | 93/100 |
| Life | 551/551 |
| Souls | 8/10 |
| Stamina | 218/218 |
| Equilibrium | 20 |
| Healing Factor | 1 |
| Regeneration | 5.25 |
Speed
| Mental | +11% |
| Attack | 0% |
| Movement | +10% |
| Spell | +11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 8 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 51 |
| Crit Chance | 30% |
| APR | 11 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 57.933333333333 |
| Crit Chance | 33% |
| Speed | 0.9009009009009 |
Offense: Mind
| Mindpower | 47.566666666667 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Arcane | +4% |
| Light | +5% |
| Nature | +30% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 24.658060900317 (60%) |
| Defense | 43.780428420148 |
| Ranged Defense | 45.780428420148 |
| Fatigue | 0 |
| Physical Save | 27.5 |
| Spell Save | 48.75 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 25%( 80%) |
| All | + 17%( 70%) |
| Light | + 21%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Knockback Resistance | 20% |
| Disarm Resistance | 20% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 634% over 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 291 life. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (melee) | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Grave | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Projection | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Shades | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Arcane Feed |
| talent | Blurred Mortality |
| talent | Shadow Feed |
| talent | Charged Aura |
| talent | Thermal Shield |
| talent | Defensive Posture |
| talent | Call Shadows |
| talent | Charged Shield |
| talent | Daunting Presence |
| talent | Thought-Form: Defender |
| talent | Vampiric Gift |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Gloom |
| talent | Master Summoner |
| talent | Beyond the Flesh |
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 anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you learnt talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you learnt talent Disarm (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 25. | active |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. | 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
| Psionic focus | Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 96.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Quiver | 170 alchemist agate 170 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | watchleader's alchemist's lamp of revealing watchleader's alchemist's lamp of revealingCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 See stealth: +8 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (4 def, 0 armour) Eye of the Forest (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +4 Changes stats: +6 Cun / +3 Wil Changes resistances: +10% blight Changes resistances cap: +10% blight Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% It can be used to activate talent Earth's Eyes (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around your in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | dwarven-steel pickaxe of the Iron Throne (dig speed 10 turns) dwarven-steel pickaxe of the Iron Throne (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Maximum life: +20.00 Maximum stamina: +18.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +20% Rings can have magical properties. |
| On fingers | wizard's steel ring of physical power wizard's steel ring of physical power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Changes stats: +3 Mag Spell save: +6 Rings can have magical properties. |
| Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | yew starstaff of might (20-24 power, 4 apr, darkness damage) yew starstaff of might (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| On feet | pair of hardened leather boots of uncanny dodging (6 def, 3 armour) pair of hardened leather boots of uncanny dodging (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 Ranged Defense: +6 Fatigue: +3% A pair of boots made of leather. |
| On hands | radiant dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) radiant dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag Damage when the wearer hits(melee): 8 light Changes resistances: +5% light Changes damage: +4% arcane / +5% light Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | Yverin (2 def, 0 armour) Yverin (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer is hit: 8 mind Equilibrium when hit: +0.08 Hate per kill: +4.00 Maximum psi: +10.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
hardened leather cap of the depths (0 def, 3 armour) hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Allows you to breathe in: water A cap made of leather. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 122 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 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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
Bringer of Doom (Insane difficulty)
Killed a Bringer of Doom.By Mortis the Cornac Adventurer level 20
7th Dusk 122nd year of Ascendancy at 22:37 see stats
Exterminator (Insane difficulty)
Killed 1000 creatures.By Mortis the Cornac Adventurer level 19
6th Dusk 122nd year of Ascendancy at 09:28 see stats
Home sweet home (Insane difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mortis the Cornac Adventurer level 19
4th Dusk 122nd year of Ascendancy at 03:13 see stats
Level 10 (Insane difficulty)
Got a character to level 10.By Mortis the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 08:34 see stats
Level 20 (Insane difficulty)
Got a character to level 20.By Mortis the Cornac Adventurer level 20
7th Dusk 122nd year of Ascendancy at 21:44 see stats
Size matters (Insane difficulty)
Did over 600 damage in one attack.By Mortis the Cornac Adventurer level 13
1st Flare 122nd year of Ascendancy at 03:50 see stats
That was close (Insane difficulty)
Killed your target while having only 1 life left.By Mortis the Cornac Adventurer level 5
1st Mirth 122nd year of Ascendancy at 10:57 see stats
The Arena (Insane difficulty)
Unlocked Arena mode.By Mortis the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 01:58 see stats
The secret city (Insane difficulty)
Discovered the truth about mages.By Mortis the Cornac Adventurer level 10
10th Mirth 122nd year of Ascendancy at 02:05 see stats
Treasure Hunter (Insane difficulty)
Amassed 1000 gold pieces.By Mortis the Cornac Adventurer level 20
8th Dusk 122nd year of Ascendancy at 02:59 see stats
Log
Talent Gloom is ready to use.
Talent Focus Shadows is ready to use.
Talent Call Shadows is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Mortis activates Call Shadows.
Mortis uses Focus Shadows.
Mortis activates Gloom.
You gain 1.50 gold from the transmogrification of prismatic cured leather armour of acid resistance (2 def, 4 armour).
You gain 1.23 gold from the transmogrification of hardened leather armour of clarity (3 def, 6 armour).
You gain 8.10 gold from the transmogrification of Toxinreek (3 def, 6 armour).
You extract topaz from steel mail armour 'Blastbiter' (2 def, 13 armour)
You gain 8.00 gold from the transmogrification of topaz.
You extract quartz from insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)
You gain 12.00 gold from the transmogrification of quartz.
You gain 0.55 gold from the transmogrification of spellwoven woollen robe (0 def, 0 armour).
You gain 2.53 gold from the transmogrification of focusing cashmere robe of spell shielding (2 def, 0 armour).
You extract lapis lazuli from plaguebringer's dwarven-steel waraxe of daylight (18.5-25.9 power, 4 apr)
You gain 12.00 gold from the transmogrification of lapis lazuli.
You extract emerald from elemental dwarven-steel waraxe of evisceration (21.5-30.1 power, 4 apr)
You gain 12.00 gold from the transmogrification of emerald.
You gain 3.88 gold from the transmogrification of cruel ash starstaff of illumination (15-18 power, 3 apr, physical damage).
You gain 4.78 gold from the transmogrification of blighted yew magestaff (20-24 power, 4 apr, fire damage).
You extract onyx from icy dwarven-steel greatsword of massacre (42.5-68 power, 2 apr)
Personal New Achievement: Treasure Hunter (Insane difficulty)!
You gain 12.00 gold from the transmogrification of onyx.
You gain 2.38 gold from the transmogrification of movement infusion of the warrior (772% speed; 7 turns).
You gain 7.22 gold from the transmogrification of heroism infusion (+5 for 10 turns, die at -447).
There is a previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
