








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Items Vault 1.7.0Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Brawler | 
| Level / Exp | 10 / 9% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 28 (base 13) | 
| Dexterity | 32 (base 34) | 
| Constitution | 23 (base 10) | 
| Magic | 8 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 29 (base 22) | 
Resources
| Life | 200/382 | 
| Stamina | 103/134 | 
| Healing Factor | 1.3199022211821 | 
| Regeneration | 2.7057995534233 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 26.003878189685 | 
| See Invisible | 26.003878189685 | 
Offense: Barehand
| Damage | 33 | 
| Accuracy | 34 | 
| Crit Chance | 6% | 
| APR | 1 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 18 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +10% | 
| Light | +10% | 
| Acid | +6% | 
| Cold | +10% | 
| Fire | +20% | 
| Nature | +6% | 
Offense: Damage Penetration
| Darkness | +10% | 
| Acid | +5% | 
| Light | +10% | 
| Cold | +8% | 
Defense: Base
| Armour (hardiness) | 5 (51.69962066283%) | 
| Defense | 46 | 
| Ranged Defense | 46 | 
| Fatigue | 0 | 
| Physical Save | 17 | 
| Spell Save | 10 | 
| Mental Save | 14 | 
Defense: Resistances
| Acid | + 26%( 70%) | 
| Blight | + 15%( 70%) | 
| Arcane | + 11%( 70%) | 
| Cold | + 20%( 70%) | 
| All | + 7%( 70%) | 
| Lightning | + 33%( 70%) | 
| Light | + 37%( 70%) | 
| Temporal | + 17%( 70%) | 
| Fire | + 35%( 70%) | 
| Nature | + 20%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
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
| Technique / Pugilism | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Finishing moves | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Tactical | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Unarmed discipline | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Unarmed training | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Striking Stance | 
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo | 
| beneficial effect | Countering melee attacks: Has a 33% chance to get an automatic counter attack when avoiding a melee attack. (1.4 counters remaining) Counter Attacking | 
Quests
Escort the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire) | active | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5.  | done | 
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great.  | 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 | 
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you.  | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed orc heart.  | 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 |  pair of rough leather boots 'Blindcutter' (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Changes resistances: +17% lightning / +6% temporal / +9% blight Changes resistances penetration: +10% light A pair of boots made of leather.  | 
| On hands |  Eilinimita the Charvault (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes resistances: +5% lightning / +3% fire Changes damage: +4% lightning / +9% fire Spell save: +3 (+3 eff.) Spellpower: +5 (+3 eff.) When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| On head |  Chakath (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+4 eff.) Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning / +5% temporal Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  iron pickaxe 'Loromnir' (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% Changes stats: +1 Str Changes resistances: +6% acid / +14% nature / +5% arcane / +3% light Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Marduzilarain the EclipseboreInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 20% Changes resistances: +6% acid / +28% fire Changes resistances penetration: +10% darkness / +5% acid Changes damage: +3% acid / +11% fire Rings make your fingers look great!  | 
| Around neck |  restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Life regen: +1.00 Amulets make your neck look great!  | 
| Main armor |  Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
| Light source |  Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| Cloak |  Emonn the Thunderripper (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 20% Changes resistances: +9% acid Changes damage: +6% lightning / +3% acid Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around waist |  blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +5 Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist.  | 
Inventory
 Prismatic Rune (6 turns; acid, physical, nature, light)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 nature, 3 light It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 pair of iron boots 'Arthakan' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 11 Changes resistances: +3% blight Changes damage: +3% acid Spellpower: +4 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 This item will automatically be transmogrified when you leave the level.Tekan the Frozenward (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Changes resistances: +6% mind / +3% cold Physical save: +6 (+4 eff.) Mental save: +6 (+6 eff.) Disease immunity: +20% Disarm immunity: +24% Teleport immunity: +10% Healing mod.: +5% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 This item will automatically be transmogrified when you leave the level.Cindertyphoon (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Dex / +2 Wil Changes resistances penetration: +10% fire Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 45 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.  | 
 4 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 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 (2/2)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 172 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) 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.  | 
 quick elm wand of shielding [power 98]  (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 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.  | 
 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
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Glasstank Jonny the Dwarf Brawler level 10
24th Profit 122nd year of Ascendancy at 12:59 see stats
			Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Glasstank Jonny the Dwarf Brawler level 5
18th Voratun 122nd year of Ascendancy at 12:27 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Glasstank Jonny the Dwarf Brawler level 8
21st Profit 122nd year of Ascendancy at 21:33 see stats
Log
Mayoleta the treant converts some damage to Psi!
Glasstank Jonny hits Mayoleta the treant for 10 to psi, 19 physical, 1 to psi, 3 lightning, 4 to psi, 9 light (49 total damage).
Mayoleta the treant is not stunned anymore.
Melee retaliation hits Thought-forged warrior for 11 cold damage.
Thought-forged warrior hits Glasstank Jonny for (8 flat reduction), 41 physical, (4 flat reduction), 0 nature (42 total damage).
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Glasstank Jonny throws two quick punches.
Mayoleta the treant converts some damage to Psi!
Glasstank Jonny hits Mayoleta the treant for 12 to psi, 23 physical, 1 to psi, 3 lightning, 4 to psi, 9 light, 11 to psi, 22 physical, 1 to psi, 3 lightning, 4 to psi, 9 light (108 total damage).
Mayoleta the treant uses Dream Smith's Hammer.
Mayoleta the treant converts some damage to Psi!
Melee retaliation hits Mayoleta the treant for 3 to psi, 6 cold (9 total damage).
Mayoleta the treant hits Glasstank Jonny for (8 flat reduction), 52 physical, (1 flat reduction), 0 mind, (3 flat reduction), 0 darkness (53 total damage).
Mayoleta the treant converts some damage to Psi!
Glasstank Jonny hits Mayoleta the treant for 9 to psi, 18 physical, 1 to psi, 3 lightning, 4 to psi, 9 light (47 total damage).
Aryremina, the injured seer says: 'Help! Thought-forged warrior to the north!'
Melee retaliation hits Thought-forged warrior for 11 cold damage.
Thought-forged warrior hits Glasstank Jonny for (8 flat reduction), 48 physical, (4 flat reduction), 0 nature (48 total damage).
Glasstank Jonny breathes lightning!
Mayoleta the treant converts some damage to Psi!
Glasstank Jonny hits Mayoleta the treant for 9 to psi, 19 physical, 1 to psi, 3 lightning, 4 to psi, 9 light, 19 to psi, 37 lightning (106 total damage).
Glasstank Jonny killed Mayoleta the treant!
Glasstank Jonny picks up (c.): Tekan the Frozenward (0 def, 1 armour).
Talent Double Strike is ready to use.






































































