






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Archer |
Level / Exp | 13 / 69% |
Size | medium |
Lifes / Deaths | Killed by Belegakira the large brown snake at level 13 on the 76th Pyre 122nd year of Ascendancy at 12:09 / 1 |
Primary Stats
Strength | 13.423689024925 (base 17) |
Dexterity | 42 (base 39) |
Constitution | 20 (base 20) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 15 (base 12) |
Resources
Life | -14/326 |
Positive | 23/86 |
Stamina | 23/134 |
Healing Factor | 1.1524034119009 |
Regeneration | 0.28810085297523 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 18.097534654637 |
See Invisible | 18.097534654637 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 46 |
Accuracy | 35 |
Crit Chance | 8% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Physical | +15% |
Fire | +17% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Mind | +15% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 3 (64.692942254812%) |
Defense | 30 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | -1 |
Spell Save | -4 |
Mental Save | -2 |
Defense: Resistances
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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: 16 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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Incendiary Ammunition |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Paranoia has gripped the target, causing a 8% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
detrimental effect | The target is cursed, reducing defence and all saves by 13. Curse of Defenselessness |
beneficial effect | Increases the effectiveness of all healing the target receives by 7%. Empowered Healing |
detrimental effect | The target is hexed. Each time it uses an ability it takes 10.05 fire damage, and talent cooldowns are increased by 19% plus 1 turn. Burning Hex |
detrimental effect | The target is infected by a disease, reducing its strength by 4 and doing 7.22 blight damage per turn. Weakness Disease |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 56%. Exhaustion |
detrimental effect | The target is in a state of growing fear. If they spend 4 more turns within range 3 and in sight of the source of this fear (Prox the Mighty), they will be subjected to a new fear. Heighten Fear |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 3% of the way to your next Rank. You have killed: 3 Uniques 1 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes stats: +5 Lck / +3 Dex Stealth bonus: +5 A pair of boots made of leather. |
Main armor | ![]() Requires: - Strength 10 Infused by nature 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): 10 physical Maximum life: +22.00 A suit of armour made of leather. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +15% mind Changes damage: +3% fire Grants telepathy: Humanoid/Orc Critical mult.: +11.00% Hate when firing a critical mind attack: +1.00 Light radius: +5 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. |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 On weapon crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing Damage (Ranged): +8 bleed Arrows are used with bows to pierce your foes to death. |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * Slows global speed by 20% Damage (Ranged): +11 fire Burst (radius 1) on hit: +2 nature Burst (radius 2) on crit: +2 nature When wielded/worn: Changes resistances penetration: +20% darkness / +15% physical Changes damage: +15% physical / +3% nature / +14% fire Longbows are used to shoot arrows at your foes. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 5 temporal Changes resistances: +5% temporal Disarm immunity: +17% Sharp, short and deadly. |
![]() manaburning iron greatsword (15-24 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 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: * 14 arcane resource burn Massive two-handed swords. |
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +9 cold When wielded/worn: Armour: +8 Changes resistances penetration: +8% cold Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +19% When wielded/worn: Damage when hit (Melee): 12 blight Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+4 eff.) Spell crit. chance: +1% Sharp, long, and deadly. |
![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% lightning / +6% cold / +3% light Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spell save: +9 (+9 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +5 Mag / +6 Wil / +4 Con Changes damage: +7% nature Critical mult.: +10.00% Poison immunity: +23% Disease immunity: +25% Mana each turn: +0.20 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
![]() 2.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ivann the large white snake's light area effect hits Remi for (5 absorbed), 10 light (10 total damage).
Remi is no longer distressed
Weakness Disease from Belegakira the large brown snake hits Remi for 8 blight damage.
Remi uses Infusion: Wild.
Remi lessens the pain.
Remi shoots!
Remi's Shoot hits Ivann the large white snake for 63 physical, 12 fire, 1 physical, 2 nature (79 total damage).
Incendiary Ammunition hits Ivann the large white snake for 22 fire damage.
Incendiary Ammunition killed Ivann the large white snake!
A shield forms around Belegakira the large brown snake.
A shield forms around Remi.
Your shield crumbles under the damage!
The shield around Remi crumbles.
Remi receives 5 healing from Remi's healing light area effect.
Belegakira the large brown snake receives 4 healing from Remi's healing light area effect.
Ivann the large white snake's light area effect hits Remi for (5 absorbed), 8 light (8 total damage).
Remi shoots!
Remi is no longer evading attacks.
Remi stops regenerating health quickly.
The shield around Belegakira the large brown snake crumbles.
Belegakira the large brown snake starts to bleed.
Belegakira the large brown snake slows down.
Incendiary Ammunition hits Belegakira the large brown snake for 22 fire damage.
Remi's Shoot hits Belegakira the large brown snake for (8 parried), (4 absorbed), 56 physical, 13 fire, 2 physical, 2 nature (72 total damage).
Weakness Disease from Belegakira the large brown snake hits Remi for 6 blight damage.
Bleeding from Remi hits Belegakira the large brown snake for 6 physical damage.
Belegakira the large brown snake casts Blood Boil.
Saving game...