Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Skirmisher |
Level / Exp | 13 / 39% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 46 (base 39) |
Constitution | 16 (base 10) |
Magic | 13 (base 10) |
Willpower | 25 (base 11) |
Cunning | 35 (base 28) |
Resources
Life | 312/312 |
Stamina | 168/168 |
Healing Factor | 1.1745771506545 |
Regeneration | 0.99839057805633 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 69 |
Accuracy | 48 |
Crit Chance | 18% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Nature | +5% |
Fire | +11% |
Mind | +3% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (48.594633868923%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 13 |
Mental Save | 25 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 3%( 70%) |
Physical | + 1%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 15%( 70%) |
Light | + 3%( 70%) |
Mind | + 10%( 70%) |
Fire | + 39%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Poison Resistance | 70% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 248 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 498 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Apply Poison |
talent | Bombardment |
talent | Pace Yourself |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
Quiver | barbed pouch of iron shots of grasping (19/19, 21-25 power, 1 apr) barbed pouch of iron shots of grasping (19/19, 21-25 power, 1 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 19 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Beynarikath the brass lantern Beynarikath the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +1 Str Changes resistances: +3% cold / +1% physical Stamina each turn: +1.00 Maximum stamina: +20.00 Light radius: +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 | insulating linen wizard hat of corrosion (+16%) (1 def, 0 armour) insulating linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid / +5% fire / +6% cold Changes damage: +11% acid A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | overpowered elm wand of lightning storm [power 158] (22 cooldown) overpowered elm wand of lightning storm [power 158] (22 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (158 total damage) Activation puts all charms on cooldown for 22 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Adekira AdekiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +22% fire Changes damage: +3% mind / +11% fire Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Rings make your fingers look great! |
Around neck | copper amulet 'Delethel' copper amulet 'Delethel'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% blight / +12% fire / +3% light / +11% cold Amulets make your neck look great! |
In main hand | cured leather sling of enduring cured leather sling of enduringRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +5 Con / +6 Wil Maximum life: +18.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | Arthulin ArthulinInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +25 (+9 eff.) Reduces incoming crit damage: 5.00% Life regen: +0.60 Only die when reaching: -20.00 life Healing mod.: +12% A belt that goes around your waist. |
In off hand | Amihad the iron shield (0 def, 2 armour, 10-11 power, 21 block) Amihad the iron shield (0 def, 2 armour, 10-11 power, 21 block)Requires: - Shield usage training - Cunning 11 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 10% chance to slow global speed by 47% Changes stats: +3 Str Changes resistances: +10% mind / +3% nature Talent granted: +1 Block Handheld deflection devices. |
Cloak | Glimmerpain (6 def, 0 armour) Glimmerpain (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +1.0% Defense: +6 (+2 eff.) Changes stats: +2 Dex Physical save: +6 (+4 eff.) Mental save: +9 (+4 eff.) Only die when reaching: -20.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.90 to 119.70 lightning damage (79.80 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Blazehunt BlazehuntInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% lightning / +3% temporal / +5% arcane / +6% nature Changes damage: +15% lightning Spell save: +3 (+3 eff.) Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
woollen robe 'Scumpython' (0 def, 0 armour) woollen robe 'Scumpython' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 47% Changes resistances: +8% blight / +5% arcane / +31% nature / +9% all Changes damage: +21% nature / +3% arcane Life regen: +1.50 Maximum life: +45.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Haruildil the Shivertickler (0 def, 1 armour) Haruildil the Shivertickler (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +12% cold Changes resistances penetration: +20% lightning Changes damage: +9% mind Maximum encumbrance: +22 Physical save: +6 (+4 eff.) A pair of boots made of leather. |
Xiletta (0 def, 2 armour) Xiletta (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 8 mind / 10 fire Changes resistances: +7% mind / +5% fire Changes damage: +4% mind / +4% fire Critical mult.: +10.00% Physical save: +8 (+5 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +20% Mana each turn: +0.04 Maximum mana: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skyonslaught (0 def, 2 armour) Skyonslaught (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes resistances: +3% mind Changes resistances penetration: +25% lightning Changes damage: +3% lightning / +6% mind Mental save: +3 (+1 eff.) Maximum psi: +10.00 Infravision radius: +2 A cap made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Morbusrage' brass lantern 'Morbusrage'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +20% Life regen: +2.00 Light radius: +3 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. |
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 (1/1) 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 Activation costs 202 power out of 247/400. 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) Activation costs 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. |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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
By Naksu the Thalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 06:31 see stats
By Naksu the Thalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 06:31 see stats
By Naksu the Thalore Skirmisher level 10
9th Flare 122nd year of Ascendancy at 14:14 see stats
Log
You gain 9.90 gold from the transmogrification of rough leather armour 'Fulatotir' (6 def, 2 armour).
You gain 1.17 gold from the transmogrification of cured leather armour of spell shielding (6 def, 4 armour).
You gain 1.68 gold from the transmogrification of cleansing cured leather armour of clarity (6 def, 4 armour).
You gain 10.78 gold from the transmogrification of iron mail armour 'Lorinarikan' (2 def, 9 armour).
You gain 1.08 gold from the transmogrification of insulating rough leather cap of strength (+3) (0 def, 1 armour).
You gain 6.66 gold from the transmogrification of Xanonn (0 def, 3 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 8.23 gold from the transmogrification of rough leather belt 'Oozekill'.
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 4.53 gold from the transmogrification of stormbringer's iron waraxe (12-18 power, 2 apr).
You gain 9.38 gold from the transmogrification of Aeravea (12-17 power, 2 apr).
You gain 10.43 gold from the transmogrification of ash vilestaff 'Chargequench' (15-18 power, 3 apr, blight element).
You gain 3.00 gold from the transmogrification of Kor's Fall (10-12 power, 0 apr, fire element).
You gain 3.10 gold from the transmogrification of hungering vined mindstar (6-7 power, 18 apr, nature damage).
You gain 2.47 gold from the transmogrification of horrifying thorny mindstar of life (9-10 power, 24 apr, mind damage).
You gain 3.09 gold from the transmogrification of truestriking iron mace of massacre (17-24 power, 2 apr).
You gain 7.61 gold from the transmogrification of Kindlerip the iron mace (12-18 power, 2 apr).
You gain 6.32 gold from the transmogrification of elven-wood longbow of enduring.
You gain 0.95 gold from the transmogrification of arcing iron greatsword of massacre (27-43 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (13-20 power, 1 apr).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 24%; magical; dur 4; cd 11).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; physical; dur 3; cd 13).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 23rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Saving done.
Saving game...
Saving done.