












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/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 | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 21 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 21 on the 53rd Haze 122nd year of Ascendancy at 07:23 / 1 |
Primary Stats
| Strength | 23 (base 12) |
| Dexterity | 62 (base 50) |
| Constitution | 16 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 72 (base 42) |
Resources
| Life | -5/464 |
| Stamina | 125/185 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 9.6583507822778 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 5 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 62 |
| Crit Chance | 30% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Lightning | +10% |
Offense: Damage Penetration
| Darkness | +12% |
| Lightning | +12% |
| Cold | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 39.764593763945 (70.208028087443%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 17 |
| Mental Save | 37 |
Defense: Resistances
| Lightning | + 22%( 73%) |
| Light | + 3%( 73%) |
| Cold | + 16%( 73%) |
| Darkness | + 6%( 73%) |
| Arcane | + 5%( 73%) |
| Fire | + 26%( 73%) |
| All | 0%( 73%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 10% |
| Disarm Resistance | 21% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 641% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.50 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 7. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
Equipment
| On feet | Rainwrest the pair of hardened leather boots (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +5 Wil +2 Con ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +6% fire +3% light +6% cold HP.reg +4.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of amnesia (13/20, 30-35 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +43.00 Blind- +22% Confus- +10% ---------- misc Light +7 See.Stealth +5 See.Invis +6 Track: Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. 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 | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.59 to 97.77 lightning damage (65.18 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 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. |
| Tool | elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
| On fingers | sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
| Around neck | protective steel amulet of murder0.1 T2 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +11.00% Acc +5 (+1 eff.) Apr +10 ----- def ----- Armour +5 Defense +6 (+2 eff.) Res.Cap +3% all Phys.save +8 (+4 eff.) Amulets make your neck look great! |
| In main hand | enhanced rough leather sling of piercing4.0 T1 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +4 Str +4 Dex +5 Mag +4 Wil +3 Cun +4 Con dps ---------- Res.pen +7% all Acc +6 (+1 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Shockbearer the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Fatigue -5% Resists +9% lightning Crit.chn- 10.00% ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | flaming dwarven-steel shield of fire resistance (+20%) (0 def, 6 armour, 28-34 power, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +6 Fatigue +8% Resists +20% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+4 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bleakstrike (14 def, 12 armour)9.0 T3 light armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +5% darkness +25% cold ----- def ----- Armour +12 Defense +14 (+4 eff.) Fatigue +8% Resists +3% lightning +5% arcane +6% darkness Mind.save +16 (+6 eff.) A suit of armour made of leather. |
Inventory
movement infusion of the duelist (speed 660%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
cured leather sling of piercing4.0 T2 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +6% all Acc +11 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Max the Cornac Skirmisher level 15
19th Dusk 122nd year of Ascendancy at 05:04 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Max the Cornac Skirmisher level 18
49th Dusk 122nd year of Ascendancy at 01:20 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Max the Cornac Skirmisher level 19
51st Dusk 122nd year of Ascendancy at 19:00 see stats
Level 10 (Roguelike)
Got a character to level 10.By Max the Cornac Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 05:03 see stats
Level 20 (Roguelike)
Got a character to level 20.By Max the Cornac Skirmisher level 20
36th Haze 122nd year of Ascendancy at 13:23 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Max the Cornac Skirmisher level 20
37th Haze 122nd year of Ascendancy at 19:43 see stats
Log
Dreaming horror receives 4 healing (4 psi heal).
Max uses Infusion: Healing.
Max receives 182 healing from Infusion: Healing.
Max uses Hurricane Shot.
Luminous horror casts Firebeam.
Luminous horror casts Firebeam.
Dreaming horror has temporarily forgotten Summon for 3 turns!
Dreaming horror's Slumber is disrupted by his wounds!
Luminous horror has temporarily forgotten Searing Light for 3 turns!
Luminous horror is poisoned!
Luminous horror starts to bleed.
Luminous horror's Firebeam is disrupted by his wounds!
Luminous horror has temporarily forgotten Barrier for 3 turns!
Luminous horror's Healing Light is disrupted by his wounds!
Dreaming horror converts some damage to Psi!
Dreaming horror hits Max for 9 mind damage.
Max's Hurricane Shot hits Dreaming horror for (26 resonance), 9 to psi, 13 physical (22 total damage).
Max's Hurricane Shot hits Luminous horror for 35 physical damage.
Max's Hurricane Shot hits Luminous horror for (52 absorbed), 0 physical (0 total damage).
Max's Hurricane Shot hits Luminous horror for (48 absorbed), 0 physical (0 total damage).
Luminous horror hits Max for 24 fire, 24 fire (48 total damage).
Luminous horror casts Healing Light.
Luminous horror casts Firebeam.
Luminous horror receives 206 healing.
Luminous horror hits Max for 21 fire damage.
Luminous horror's light area effect hits Max for 45 light damage.
Luminous horror's light area effect hits Max for 45 light damage.
Luminous horror's light area effect hits Max for 67 light damage.
Luminous horror's light area effect hits Max for 45 light damage.
Max the level 21 cornac skirmisher was seared to death by a luminous horror on level 1 of Ruined Dungeon.


























































