











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 13 / 64% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 13 on the 3rd Summertide 122nd year of Ascendancy at 19:54 / 1 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 45 (base 35) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 11) |
| Cunning | 40 (base 29) |
Resources
| Life | -102/289 |
| Stamina | 134/178 |
| Healing Factor | 1.1597162075846 |
| Regeneration | 4.9287938822346 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 34.182604915697 |
| See Invisible | 34.182604915697 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 19 (73.914983985962%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 20 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 20%( 70%) |
| Light | + 6%( 70%) |
| Nature | + 23%( 70%) |
| Cold | + 23%( 70%) |
| Fire | + 3%( 70%) |
| Mind | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.40 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning 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 |
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 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 Possessed. | done |
Equipment
| On feet | pair of rough leather boots of evasion (2 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +2 (+0 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | pouch of steel shots of erosion (18/19, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Beiyarab'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +6% light +3% fire Spell.save +3 (+2 eff.) HP.reg +4.00 Teleport- +10% ---------- misc Light +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 | rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Tool | soothing ash wand of shielding [power 176] (16/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Erurig'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +2 Heal.mod +15% ---------- misc Stam/turn +1.00 Max.stam +30.00 Rings make your fingers look great! |
| On fingers | marksman's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+5 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | copper amulet of mastery (0.10 Technique / Skirmisher - Slings)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Skirmisher - Slings Amulets make your neck look great! |
| In main hand | rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 128% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 128% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | linen cloak 'Gunadodig' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% Resists +3% nature +3% cold Knockbk- +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 | Polulle (8 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +2 Defense +8 (+2 eff.) Fatigue +6% Resists +5% mind Phys.save +3 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +11 (+6 eff.) A suit of armour made of leather. |
Inventory
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune of the psychic (absorb 47; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 47 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 217; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 217 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 30; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
starlit copper amulet of mastery (0.12 Technique / Tireless Combatant)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +21% ---------- misc Masteries +0.12 Technique/Tireless Combatant Amulets make your neck look great! |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
Ivobeth the Shimmerrock (110% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +4 Resists +6% blight +5% arcane +3% mind Silence- +10% Blunt and deadly. |
balanced steel mace of erosion (111% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Nature/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +22% Blunt and deadly. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
spellwoven woollen robe of protection (3 def, 3 armour)2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) ----- def ----- Armour +3 Defense +3 (+0 eff.) Resists +9% all Phys.save +16 (+12 eff.) Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of force (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Spell.pwr +3 (+3 eff.) Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Resists +5% fire +7% cold A pair of boots made of leather. |
Balyzor the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 acid Dmg.mod +3% acid +9% physical Res.pen +20% physical Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +8 Resists +5% acid +3% mind 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. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Blacklady' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% acid Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% light +11% darkness A suit of armour made of mail. |
duelist's cured leather armour of the hero (10 def, 8 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +8 Dex +4 Mag +3 Wil +8 Cun ----- def ----- Armour +8 Defense +10 (+2 eff.) Fatigue +7% Max.HP +34.00 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By 10 the Halfling Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 06:31 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By 10 the Halfling Skirmisher level 12
10th Mirth 122nd year of Ascendancy at 23:13 see stats
Log
Talent Noggin Knocker is ready to use.
10 is afflicted by a terrible worm rot!
10 tries to evade attacks.
10 is no longer evading attacks.
Worm Rot from Worm that walks hits 10 for 46 blight, 38 acid (84 total damage).
10 uses Infusion: Regeneration.
10 starts regenerating health quickly.
Worm that walks casts Epidemic.
10 is afflicted by an epidemic!
10 tries to evade attacks.
10 stops regenerating health quickly.
Worm Rot from Worm that walks hits 10 for 46 blight, 38 acid (84 total damage).
Epidemic from Worm that walks hits 10 for 62 blight damage.
10 uses Infusion: Healing.
10 is free from the epidemic.
10 receives 23 healing from Infusion: Healing.
10 uses Kneecapper.
10 uses Infusion: Wild.
10 lessens the pain.
10 uses Evasion.
10 uses Kneecapper.
Worm that walks casts Drain.
Worm that walks hits 10 for 190 blight damage.
10 the level 13 halfling skirmisher was diseased to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of 10!
10 is free from the worm rot.












































































