










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Adjustable Levelup 1.5.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. |
| Campaign | Infinite |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Adventurer |
| Level / Exp | 10 / 62% |
| Size | small |
| Lifes / Deaths | Killed by Betenne the pyromancer at level 10 on the 77th Pyre 122nd year of Ascendancy at 04:23 / 1 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 26 (base 17) |
| Constitution | 30 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 22 (base 22) |
| Cunning | 30 (base 27) |
Resources
| Life | -114/249 |
| Psi | 14/129 |
| Stamina | 94/135 |
| Equilibrium | 15 |
| Healing Factor | 1 |
| Regeneration | 20.690737090142 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.87564008159% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 14 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| Lightning | +6% |
Offense: Damage Penetration
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | -2.8 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 8 |
| Physical Save | 20 |
| Spell Save | 12 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Cold | + 6%( 70%) |
| Lightning | + 8%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Archery prowess | 2.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 3.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 3.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 2.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 2.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 3.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 2.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 2.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / Feedback | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 2.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.95 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 2.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Skate |
| talent | Wild Growth |
| talent | Incendiary Ammunition |
| talent | Augmentation |
| talent | Kinetic Shield |
| detrimental effect | The target is on fire, taking 33.59 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 7.80 acid damage per turn, reducing armour by 8 and attack by 8. Acid Splash |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | 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% cold / +6% fire A pair of boots made of leather. |
| Quiver | quiver of elm arrows (4/16, 110% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Arrows are used with bows to pierce your foes to death. |
| On hands | rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap 'Galepain' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +8% lightning / +6% temporal Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +6% fire A cap made of leather. |
| Tool | Cyribeth the steel torque of kinetic psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Con Changes resistances: +3% acid Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| Main armor | rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
| In main hand | elm longbow 'Brightbile'Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Burst (radius 1) on hit: +2 light When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% light Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 72 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
| Light source | 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. |
| Cloak | linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Psionic focus | elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Inventory
This item will automatically be transmogrified when you leave the level.biting gale rune (33 cold damage; freeze 3 turns with power 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 direct a cone of chilling stormwind doing 33.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
iron greatsword (116% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 116% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.iron greatsword 'Shockknave' (110% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 110% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes damage: +3% lightning / +6% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Falaneg (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +4 Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +2% mind / +2% darkness Spell save: +9 (+8 eff.) Mindpower: +2 (+1 eff.) 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. |
This item will automatically be transmogrified when you leave the level.Kilndare (100% power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 6% chance to blind Changes resistances penetration: +10% mind / +20% fire Changes damage: +10% darkness Talent granted: +1 Command Staff Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 32.33 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm vilestaff (100% power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.thick linen cloak of the Shaloren (1 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.iron gauntlets 'Hellpride' (0 def, 6 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes resistances: +3% acid Changes resistances penetration: +20% fire Changes damage: +3% acid / +3% fire / +4% physical When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.reinforced iron shield of cold resistance (+16%) (4 def, 7 armour, 38 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
iron pickaxe (dig speed 38 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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), costing 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. |
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 Another Day the Halfling Adventurer level 10
76th Pyre 122nd year of Ascendancy at 18:51 see stats
Log
Burning from Betenne the pyromancer hits Another Day for (15 resonance), 4 to psi, 11 fire (14 total damage).
Acid Splash from Betenne the pyromancer hits Another Day for (4 to psi shield), (3 resonance), 1 to psi, 2 acid (2 total damage).
Deadly Poison from Another Day hits Betenne the pyromancer for 34 nature damage.
Another Day uses Infusion: Regeneration.
Another Day starts regenerating health quickly.
Talent Steady Shot is ready to use.
Another Day converts some damage to Psi!
Another Day receives 1 healing (1 psi heal).
Burning from Betenne the pyromancer hits Another Day for (13 resonance), 3 to psi, 9 fire (12 total damage).
Acid Splash from Betenne the pyromancer hits Another Day for (3 to psi shield), (2 resonance), 1 to psi, 2 acid (2 total damage).
Betenne the pyromancer casts Flame.
Another Day converts some damage to Psi!
Deadly Poison from Another Day hits Betenne the pyromancer for 34 nature damage.
Betenne the pyromancer's Flame hits Another Day for (39 resonance), 10 to psi, 28 fire (37 total damage).
Another Day converts some damage to Psi!
Betenne the pyromancer's cleansing fire area effect hits Another Day for (11 resonance), 3 to psi, 8 fire (11 total damage).
Another Day uses Steady Shot.
Talent Volley is ready to use.
Another Day's Steady Shot misses Betenne the pyromancer.
Another Day converts some damage to Psi!
Another Day receives 2 healing (1 psi heal).
Burning from Betenne the pyromancer hits Another Day for (20 resonance), 5 to psi, 14 fire (19 total damage).
Acid Splash from Betenne the pyromancer hits Another Day for (3 to psi shield), (2 resonance), 1 to psi, 2 acid (2 total damage).
Betenne the pyromancer uses Steady Shot.
Deadly Poison from Another Day hits Betenne the pyromancer for 34 nature damage.
Another Day uses Volley.
Betenne the pyromancer's Steady Shot performs a ranged critical strike against Another Day!
Your resonance field crumbles under the damage!
The psychic field around Another Day crumbles.
Saving game...

















































































