
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 19 / 82% |
| Size | small |
| Lifes / Deaths | Killed by skeleton warrior at level 19 on the 76th Pyre 122nd year of Ascendancy at 02:09 / 1 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 10 (base 12) |
| Constitution | 7 (base 12) |
| Magic | 15 (base 12) |
| Willpower | 53 (base 47) |
| Cunning | 39 (base 33) |
Resources
| Equilibrium | 69 |
| Life | -1/173 |
| Psi_feedback | 120/120 |
| Paradox | 150 |
| Psi | 275/386 |
| Healing Factor | 1.1 |
| Regeneration | 2.145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 13 |
| Crit Chance | 11% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36.35 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 8 |
| Physical Save | 9.7 |
| Spell Save | 28.9 |
| Mental Save | 30.1 |
Defense: Resistances
| Lightning | + 11%( 70%) |
| Darkness | + 22%( 70%) |
| Temporal | + 10%( 70%) |
| Nature | + 2%( 70%) |
| Fire | + 6%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 7% |
| Confusion Resistance | 35% |
| Blind Resistance | 7% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 17% |
Inscriptions (2/3)
| 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. |
Class Talents
| Psionic / Absorption | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mucus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Thermal Shield |
| talent | Energy Decomposition |
| talent | Wild Growth |
| talent | Kinetic Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 4.67 nature damage per turn. Poison |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| Psionic focus | insidious steel greatmaul of corruption (27-40.5 power, 2 apr) insidious steel greatmaul of corruption (27-40.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +9 blight / +6 darkness / +24 insidious poison Massive two-handed maul. |
| Light source | brass lantern brass lantern2.00 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. |
| On head | grounding rough leather cap of strength (+2) (0 def, 1 armour) grounding rough leather cap of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +6% lightning / +5% temporal A cap made of leather. |
| On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +9 Defense: +9 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | wizard's copper ring of darkness (+22%) wizard's copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 Rings can have magical properties. |
| Around waist | grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | huntsman's iron greatsword of erosion (10.5-16.8 power, 1 apr) huntsman's iron greatsword of erosion (10.5-16.8 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 10.5 - 16.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +16 nature / +6 temporal Damage against: +8% Animal Massive two-handed swords. |
| On feet | insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
| On hands | restful rough leather gloves of strength (+3) (0 def, 1 armour) restful rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | resilient linen cloak of protection (1 def, 0 armour) resilient linen cloak of protection (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Spell save: +6 Mental save: +6 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. |
| Main armor | spiked rough leather armour of resilience (1 def, 2 armour) spiked rough leather armour of resilience (1 def, 2 armour)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 Fatigue: +6% Damage when the wearer is hit: 10 physical Maximum life: +27.00 A suit of armour made of leather. |
Inventory
Newly picked up steel greatmaul of crippling (26.5-39.75 power, 2 apr)steel greatmaul of crippling (26.5-39.75 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +9.0% Massive two-handed maul. |
mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron waraxe of projection (5.5-7.7 power, 2 apr) iron waraxe of projection (5.5-7.7 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +5 mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. One-handed war axes. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Newly picked up enlightening steel plate armour (4 def, 9 armour)enlightening steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Mental save: +11 A suit of armour made of metal plates. |
Newly picked up iron pickaxe (dig speed 36 turns)iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Akehir. the Gladiator the Yeek Adventurer level 10
75th Pyre 122nd year of Ascendancy at 00:30 see stats
Log
Akehir. the Gladiator hits Green ooze for 2 physical damage.
Akehir. the Gladiator hits Skeleton warrior for 2 physical damage.
Green ooze hits Akehir. the Gladiator for (1 dissipated), 0 to psi, 1 nature (1 total damage).
Green ooze hits Akehir. the Gladiator for (1 dissipated), 0 to psi, 1 nature (1 total damage).
Skeleton warrior hits Akehir. the Gladiator for (6 to psi shield), 29 to psi, 41 physical, (2 dissipated), 2 to psi, 3 lightning, 1 to psi, 2 mind (77 total damage).
Poison from Akehir. the Gladiator hits Alchemist for 12 nature damage.
Skeleton warrior resists!
Green ooze resists!
Green ooze resists!
Akehir. the Gladiator's pinning nature area effect hits Skeleton mage for 3 nature damage.
Akehir. the Gladiator's pinning nature area effect hits Green ooze for 3 nature damage.
Akehir. the Gladiator's pinning nature area effect hits War bear for 2 nature damage.
Akehir. the Gladiator's pinning nature area effect hits Green ooze for 3 nature damage.
Akehir. the Gladiator's pinning nature area effect hits Skeleton warrior for 3 nature damage.
Akehir. the Gladiator stops regenerating health quickly.
Akehir. the Gladiator converts some damage to Psi!
Akehir. the Gladiator receives 5 healing (5 psi heal).
Poison from Green ooze hits Akehir. the Gladiator for (1 dissipated), 1 to psi, 1 nature (2 total damage).
War bear misses Akehir. the Gladiator.
Akehir. the Gladiator hits War bear for 9 physical, 2 blight, 2 darkness, 1 nature (13 total damage).
Akehir. the Gladiator hits Green ooze for 5 physical, 4 nature, 2 temporal (10 total damage).
Akehir. the Gladiator converts some damage to Psi!
Alchemist's Elemental bolt hits Akehir. the Gladiator for (16 dissipated), 46 to psi, 63 blight (109 total damage).
Insidious Poison from Akehir. the Gladiator hits War bear for 1 nature damage.
Akehir. the Gladiator converts some damage to Psi!
Skeleton warrior hits Akehir. the Gladiator for (6 to psi shield), 23 to psi, 33 physical (56 total damage).
Akehir. the Gladiator hits Skeleton warrior for 2 physical damage.
Akehir. the Gladiator the level 19 yeek adventurer was eviscerated to death by a skeleton warrior (yet again) on level 18 of The Arena.
Skeleton warrior killed Akehir. the Gladiator!
