Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Sun Paladin |
| Level / Exp | 5 / 67% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 20 (base 18) |
| Dexterity | 13 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 22 (base 24) |
| Willpower | 11 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 52/227 |
| Positive | 32/32 |
| Stamina | 120/126 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | -31.70778355056% |
| Attack | -31.70778355056% |
| Movement | 0% |
| Spell | -31.70778355056% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 18 |
| Crit Chance | 2% |
| APR | 15 |
| Speed | 1.46 |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 4% |
| Speed | 1.4642957162481 |
Offense: Mind
| Mindpower | 11.7 |
| Crit Chance | 1% |
| Speed | 1.4642957162481 |
Offense: Damage Bonus
| All | +11% |
Defense: Base
| Armour (hardiness) | 13.62 (59.10447761194%) |
| Defense | 4.05 |
| Ranged Defense | 4.05 |
| Fatigue | 13 |
| Physical Save | 28.325 |
| Spell Save | 17.55 |
| Mental Save | 21.675 |
Defense: Resistances
| All | + 25%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chant of Fortress |
| talent | Weapon of Light |
| beneficial effect | The target calls upon its inner resources, improving all damage by 11% and reducing all damage taken by 11%. Wrath of the Eternals |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 32%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned and sick, doing 11.42 nature damage per turn. All damage it does is reduced by 18%. Numbing Poison |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
| Tool | elm wand of conjuration [power 85] (7/10 cooldown) elm wand of conjuration [power 85] (7/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 42-85), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Turin TurinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes stats: +8 Con Critical mult.: +10.00% Physical save: +16 Mental save: +9 Confusion immunity: +20% Only die when reaching: -40.00 life Spell crit. chance: +3% Rings can have magical properties. |
| On fingers | savior's copper ring of the mountain (+11%) savior's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Physical save: +7 Spell save: +6 Mental save: +7 Rings can have magical properties. |
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
| On feet | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +12.00 Spellpower: +3 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. |
| 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 Maximum life: +30.00 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 | blue-steel trident of phasing (21.5-34.4 power, 15 apr) blue-steel trident of phasing (21.5-34.4 power, 15 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Inventory
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
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. |
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. |
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. |
Achievements
Log
Sun Ray is still on cooldown for 1 turns.
Bob uses Infusion: Wild.
Bob is not stunned anymore.
Bob is cured!
Bob lessens the pain.
Bob uses Wrath of the Woods.
Bob radiates power.
Bob misses Emelimira the naga nereid.
Emelimira the naga nereid uses Switch Place.
Bob resists the mind attack!
Emelimira the naga nereid tries to evade attacks.
Bob hits Emelimira the naga nereid for 3 light damage.
Emelimira the naga nereid hits Bob for 4 mind, 4 light (8 total damage).
Bob's sun path area effect hits Emelimira the naga nereid for 9 light damage.
Naga tidecaller casts Water Jet.
Bob shrugs off the effect 'Stunned'!
Talent Sun Ray is ready to use.
Talent Infusion: Regeneration is ready to use.
Naga tidecaller hits Bob for 26 cold damage.
Numbing Poison from Emelimira the naga nereid hits Bob for 9 nature damage.
Bob casts Sun Ray.
Emelimira the naga nereid shrugs off the effect 'Blinded'!
Bob hits Emelimira the naga nereid for 65 light damage.
Emelimira the naga nereid uses Cripple.
Bob is crippled.
Bob hits Emelimira the naga nereid for 3 light damage.
Emelimira the naga nereid hits Bob for 47 physical, 8 mind, 4 light (59 total damage).
Numbing Poison from Emelimira the naga nereid hits Bob for 9 nature damage.
