Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 13 / 20% |
Size | medium |
Lifes / Deaths | Killed by Arerin the halfling citizen at level 13 on the 16th Dusk 122nd year of Ascendancy at 16:46 / 1 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 10.727458317851 (base 25) |
Constitution | 10 (base 10) |
Magic | 29 (base 25) |
Willpower | 13 (base 10) |
Cunning | 23 (base 20) |
Resources
Life | -214/254 |
Mana | 167/187 |
Stamina | 87/134 |
Healing Factor | 1.3 |
Regeneration | 30.797 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 27 |
Accuracy | 17 |
Crit Chance | 19% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 17 |
Crit Chance | 19% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +29% |
Nature | +12% |
Cold | +20% |
Lightning | +4% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 3 (56.01246105919%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 20 |
Mental Save | 12 |
Defense: Resistances
Nature | + 15%( 70%) |
Lightning | -13%( 70%) |
Light | + 14%( 70%) |
Cold | + 46%( 70%) |
Blight | + 4%( 70%) |
Mind | -9%( 70%) |
Fire | -16%( 70%) |
All | -20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 699% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 2/5 |
Effects
talent | Shadow Combat |
detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 28.37 blight damage per turn. Decrepitude Disease |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | The target is hexed, granting it 37% chance each turn to be dazed for 3 turns. Pacification Hex |
beneficial effect | A flow of life spins around the target, regenerating 23.44 life per turn. Regeneration |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the repented thief from death by giant white rat. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 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 |
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 Possessed. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
Equipment
On feet | Radiancepunish (0 def, 1 armour) Radiancepunish (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light / 4 mind Changes resistances: +6% light / +3% mind Changes damage: +18% light Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
On hands | Glitha the rough leather gloves (0 def, 1 armour) Glitha the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 lightning Changes stats: +2 Cun Changes resistances: +6% lightning / +3% fire Changes damage: +4% lightning / +21% mind Spell save: +6 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Islamira (0 def, 1 armour) Islamira (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 mind / 6 physical Changes stats: +2 Str Changes resistances: +6% mind Changes damage: +3% acid It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 30.4 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
On fingers | copper ring of light (+22%) copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
In off hand | insidious dwarven-steel dagger of massacre (24-31.2 power, 7 apr) insidious dwarven-steel dagger of massacre (24-31.2 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 insidious poison Sharp, short and deadly. |
Cloak | Sulfurwrack the linen cloak (1 def, 0 armour) Sulfurwrack the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 light Changes stats: +1 Cun / +2 Dex Changes resistances: +9% nature Changes resistances penetration: +5% light Changes damage: +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | acidic dwarven-steel dagger of massacre (27.5-35.75 power, 7 apr) acidic dwarven-steel dagger of massacre (27.5-35.75 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
Inventory
Layolenn the Galewoe (0 def, 1 armour) Layolenn the Galewoe (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+3 eff.) Armour: +1 Fatigue: +1% Changes resistances: +7% cold / +3% physical Changes resistances penetration: +15% lightning Allows you to breathe in: water Healing mod.: +5% A cap made of leather. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By radingus the Cornac Shadowblade level 13
13rd Dusk 122nd year of Ascendancy at 20:30 see stats
By radingus the Cornac Shadowblade level 10
3rd Flare 122nd year of Ascendancy at 09:04 see stats
Log
radingus hits Arerin the halfling citizen for 27 physical, 4 acid, 7 lightning, 16 darkness, 11 physical, 3 nature, 7 lightning, 16 darkness, 24 physical, 4 acid, 7 lightning, 16 darkness, 11 physical, 3 nature, 7 lightning, 16 darkness, 29 physical, 4 acid, 7 lightning, 16 darkness, 11 physical, 3 nature, 7 lightning, 16 darkness (274 total damage).
Arerin the halfling citizen hits radingus for 3 blight, 7 fire, 3 blight, 7 fire, 3 blight, 7 fire, 3 blight, 7 fire, 3 blight, 7 fire, 3 blight, 7 fire (61 total damage).
Arerin the halfling citizen casts Virulent Disease.
Radingus is afflicted by a decrepitude disease!
Arerin the halfling citizen misses radingus.
Insidious Poison from Radingus hits Arerin the halfling citizen for 3 nature damage.
Arerin the halfling citizen shrugs off the effect 'Armor Corroded'!
Arerin the halfling citizen shrugs off the effect 'Armor Corroded'!
radingus hits Arerin the halfling citizen for 29 physical, 4 acid, 7 lightning, 16 darkness, 13 physical, 3 nature, 7 lightning, 16 darkness (95 total damage).
Decrepitude Disease from Arerin the halfling citizen hits radingus for 14 blight damage.
Arerin the halfling citizen hits radingus for 4 blight, 10 fire, 4 blight, 10 fire (29 total damage).
Arerin the halfling citizen casts Pacification Hex.
Radingus is hexed!
Radingus is dazed!
Insidious Poison from Radingus hits Arerin the halfling citizen for 3 nature damage.
Radingus uses Infusion: Healing.
radingus receives 65 healing from Infusion: Healing.
Radingus uses Infusion: Regeneration.
Radingus starts regenerating health quickly.
Radingus is not dazed anymore.
Radingus is dazed!
Decrepitude Disease from Arerin the halfling citizen hits radingus for 14 blight damage.
Arerin the halfling citizen is not stunned anymore.
Arerin the halfling citizen casts Soul Rot.
Arerin the halfling citizen's spell attains critical power!
Insidious Poison from Radingus hits Arerin the halfling citizen for 2 nature damage.
Radingus is not dazed anymore.
Saving game...