Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Ignore Race/Class Locks 1.0.6Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Sun Paladin |
Level / Exp | 5 / 15% |
Size | medium |
Lifes / Deaths | Killed by Shaheel the shalore at level 5 on the 57th Dusk 122nd year of Ascendancy at 02:18 / 1 |
Primary Stats
Strength | 33 (base 22) |
Dexterity | 14 (base 10) |
Constitution | 13 (base 10) |
Magic | 22 (base 22) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -26/270 |
Positive | 28/32 |
Healing Factor | 1.22 |
Regeneration | 3.721 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 20 |
Accuracy | 8 |
Crit Chance | 0% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23.5 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Light | +11% |
Defense: Base
Armour (hardiness) | 28.62 (59.10447761194%) |
Defense | 9.4 |
Ranged Defense | 16.4 |
Fatigue | 20 |
Physical Save | 16.1 |
Spell Save | 11.2 |
Mental Save | 7 |
Defense: Resistances
Light | + 22%( 70%) |
Blight | + 11%( 70%) |
Physical | + 4%( 70%) |
All | 0%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
Class Talents
Celestial / Combat | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon of Light |
talent | Chant of Fortress |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 Ranged Defense: +3 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
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 | bladed rough leather cap of might (0 def, 1 armour) bladed rough leather cap of might (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 Armour: +1 Fatigue: +1% Changes stats: +5 Str / +3 Con Damage when the wearer is hit: 5 physical 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 77.87 physical damage. If the attack hits, the target is confused 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 | supercharged elm totem of cure poisons [power 1] (14/28 cooldown) supercharged elm totem of cure poisons [power 1] (14/28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons from the target, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's copper ring of light (+22%) warrior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | arcing iron mace of phasing (7.5-10.5 power, 8 apr) arcing iron mace of phasing (7.5-10.5 power, 8 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +11% Damage when this weapon hits: +5 lightning Blunt and deadly. |
On hands | rough leather gloves of regeneration (0 def, 1 armour) rough leather gloves of regeneration (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.60 Stamina each turn: +0.40 Psi each turn: +0.10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | living iron shield of harmony (4 def, 2 armour, 7.5 dam, 17 block) living iron shield of harmony (4 def, 2 armour, 7.5 dam, 17 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +17 Damage when this weapon hits: +12 nature When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage when the wearer is hit: 11 nature Changes resistances: +10% nature / +11% blight Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Block Maximum life: +41.00 Healing mod.: +11% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 12 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Main armor | iron mail armour of Eyal (2 def, 4 armour) iron mail armour of Eyal (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Life regen: +1.20 Maximum life: +41.00 Healing mod.: +11% A suit of armour made of mail. |
Inventory
phase door rune (range 6; power 16; dur 4) phase door rune (range 6; power 16; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
radiant rough leather armour of the deep (1 def, 3 armour) radiant rough leather armour of the deep (1 def, 3 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 Defense: +1 Fatigue: +6% Changes stats: +1 Wil Damage when the wearer is hit: 5 light Changes resistances: +10% blight / +5% cold / +12% darkness / +5% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 12 physical A suit of armour made of leather. |
iron shield (4 def, 2 armour, 8.5 dam, 18.5 block) iron shield (4 def, 2 armour, 8.5 dam, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
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, 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 is 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. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
citrine 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 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Praise The Sun speeds up.
Ormoco the human uses Shattering Charge.
Ormoco the human deactivates Kinetic Shield.
A powerful kinetic shield forms around Ormoco the human.
Ormoco the human's mind surges with critical power!
Praise The Sun resists the punch!
Ormoco the human hits Praise The Sun for 170 physical, 12 physical (183 total damage).
Praise The Sun casts Rune: Shielding.
A shield forms around Praise The Sun.
Praise The Sun hits Ormoco the human for (81 to psi shield), 0 physical, (14 antimagic), 0 light (0 total damage).
Ormoco the human hits Praise The Sun for (6 absorbed), 0 fire, (5 absorbed), 0 cold, (6 absorbed), 0 lightning, (5 absorbed), 0 acid (0 total damage).
Shaheel the shalore uses Slime Spit.
Ormoco the human uses Telekinetic Smash.
Ormoco the human deactivates Antimagic Shield.
The antimagic shield of Ormoco the human crumbles.
Praise The Sun hits Ormoco the human for (5 to psi shield), 0 physical, (10 antimagic), 0 nature, 4 light (4 total damage).
Ormoco the human hits Praise The Sun for (22 absorbed), 0 physical, (9 absorbed), 0 physical, (5 absorbed), 0 fire, (6 absorbed), 0 cold, (6 absorbed), 0 lightning, (6 absorbed), 0 acid, (12 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Praise The Sun crumbles.
Praise The Sun slows down.
Shaheel the shalore's Slime Spit hits Praise The Sun for (9 absorbed), 87 nature (87 total damage).
Praise The Sun casts Rune: Teleportation.
Resting starts...
Talent Searing Light is ready to use.
Praise The Sun speeds up.
Rested for 4 turns (stop reason: taken damage).
Saving game...