Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 10 / 19% |
| Size | big |
| Lifes / Deaths | Killed by shadow at level 10 on the 1st Dusk 122nd year of Ascendancy at 04:29 / 1 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 27 (base 12) |
| Constitution | 25 (base 12) |
| Magic | 37 (base 29) |
| Willpower | 23 (base 12) |
| Cunning | 33 (base 25) |
Resources
| Hate | 104/104 |
| Psi | 164/238 |
| Life | -43/208 |
| Positive | 77/77 |
| Paradox | 510 |
| Healing Factor | 1.1153846153846 |
| Regeneration | 38.826538461538 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 27.712164534463 |
| See Invisible | 27.712164534463 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 36 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 4.0967841219999 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 8 |
| Physical Save | 19 |
| Spell Save | 23 |
| Mental Save | 26 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Chronomancy / Bow Threading | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Skate |
| talent | Deflection |
| talent | Beyond the Flesh |
| talent | Weapon Folding |
| detrimental effect | The target has been dominated. It is unable to move and has lost 7 armor and 10 defense. Attacks from Shadow gain 36% damage penetration. Dominated |
| 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 34.56 life per turn. Regeneration |
Quests
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Psionic focus | opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
| Quiver | psychokinetic quiver of elm arrows of wind (9/19, 103% power, 5 apr) psychokinetic quiver of elm arrows of wind (9/19, 103% power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 104% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +26 physical Arrows are used with bows to pierce your foes to death. |
| 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 | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.94 to 89.81 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On feet | scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | iron gauntlets 'Scaldkiss' (0 def, 6 armour) iron gauntlets 'Scaldkiss' (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 damage: +4% physical / +6% fire Mental save: +12 (+6 eff.) Maximum hate: +4.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 24% Wil, 64% Cun 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. |
| Main armor | rough leather armour (1 def, 2 armour) 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. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daimestir DaimestirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +15% mind Light radius: +2 Infravision radius: +3 Amulets can have magical properties. |
Inventory
wild infusion of the psychic (resist 12%; cure mental) wild infusion of the psychic (resist 12%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
linen cloak (1 def, 0 armour) 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. |
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 When used to modify unarmed attacks: Power: 97% Range: 1.1x Uses stats: 24% Wil, 64% Cun 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. |
iron helm 'Shockshear' (0 def, 3 armour) iron helm 'Shockshear' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 darkness Changes resistances: +6% lightning / +6% cold Changes resistances penetration: +10% lightning / +25% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. iron plate armour (3 def, 7 armour)iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% A suit of armour made of metal plates. |
quiver of ash arrows of erosion (22/22, 123% power, 7 apr) quiver of ash arrows of erosion (22/22, 123% power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 123% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 Damage (Ranged): +11 nature / +11 temporal Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (23/23, 109% power, 5 apr) quiver of elm arrows (23/23, 109% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 23 Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb 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 (1/1) Rod of Recall (1/1)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, costing 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 Chest 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. |
2 ametrine 2 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By HOME! the Cornac Adventurer level 10
10th Flare 122nd year of Ascendancy at 16:28 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By HOME! the Cornac Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 15:40 see stats
Log
HOME! resists the mind attack!
HOME! converts some damage to Psi!
The Withering Thing hits HOME! for (4 deflected), 7 to psi, 23 physical, 1 to psi, 2 mind (33 total damage).
Your hatred grows even as your life fades! (+7 hate)
HOME! converts some damage to Psi!
Shadow hits HOME! for 8 to psi, 26 physical (35 total damage).
Talent Barrier is ready to use.
Talent Fold Fate is ready to use.
Talent Arrow Stitching is ready to use.
HOME! casts Arrow Stitching.
Sick brown bear is nearing the end.
Sick cave bear is nearing the end.
Shadow casts Fade.
Shadow fades!
Sick brown bear resists!
HOME!'s temporal clone's Arrow Stitching hits Sick cave bear for 8 temporal damage.
HOME!'s temporal clone's Arrow Stitching hits Shadow for 0 temporal damage.
HOME!'s temporal clone's Arrow Stitching hits Sick brown bear for 6 physical, 14 physical, 7 temporal, 6 temporal (33 total damage).
HOME!'s Arrow Stitching hits The Withering Thing for 14 physical, 27 physical, 10 temporal (51 total damage).
You have deflected 5 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Shadow casts Fade.
Shadow fades!
Shadow shrugs off the effect 'Slow'!
HOME! converts some damage to Psi!
The Withering Thing hits HOME! for (5 deflected), 5 to psi, 16 physical, 1 to psi, 4 mind (26 total damage).
HOME!'s temporal clone's Arrow Stitching hits Shadow for 0 physical, 0 physical, 0 temporal, 0 physical, 0 temporal (0 total damage).
Shadow casts Shadow Flames.
Your hatred grows even as your life fades! (+27 hate)
Saving game...
