










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 15 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake hatchling at level 15 on the 2nd Dusk 122nd year of Ascendancy at 02:07 / 2Killed by Adalaith the multi-hued drake at level 15 on the 2nd Dusk 122nd year of Ascendancy at 09:44 |
Primary Stats
| Strength | 40 (base 35) |
| Dexterity | 12 (base 10) |
| Constitution | 22 (base 19) |
| Magic | 22 (base 10) |
| Willpower | 40 (base 30) |
| Cunning | 15 (base 10) |
Resources
| Life | -39/634 |
| Stamina | 237/237 |
| Equilibrium | 62 |
| Healing Factor | 1.4324166372474 |
| Regeneration | 13.313539975383 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 5 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 46 |
| Crit Chance | 5% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +5% |
| Acid | +11% |
Offense: Damage Penetration
| Physical | +22% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 13 |
| Physical Save | 23 |
| Spell Save | 22 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 13%( 70%) |
| All | 0%( 70%) |
| Lightning | + 8%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 21%( 70%) |
| Darkness | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 40% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.50 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 |
Equipment
| On feet | pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +3 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +5 See invisible: +5 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 | iron helm 'Ademina' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% cold / +3% fire Reduces incoming crit damage: 15.00% Blindness immunity: +10% Knockback immunity: +10% Maximum life: +80.00 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 107.2 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 increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Elenatir the ash totem of healing [power 158] (32/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+7 eff.) Changes stats: +1 Con Changes resistances penetration: +15% physical Stamina each turn: +2.00 Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 158 Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | GlorylramaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +22% acid / +5% arcane Changes damage: +11% acid Rings make your fingers look great! |
| On fingers | Kekor the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +4 Fatigue: -5% Changes stats: +2 Con Changes resistances: +3% light Maximum encumbrance: +20 Spell save: +3 (+1 eff.) Pinning immunity: +10% Rings make your fingers look great! |
| Around waist | grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Freezehunger' (45-68 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Damage (radius 1) on hit: +19 fire When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +10 Changes stats: +2 Dex / +4 Mag Changes resistances: +3% cold Changes resistances penetration: +7% physical See invisible: +9 Massive two-handed mauls. |
| On hands | cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 fire Changes stats: +2 Str Changes resistances: +6% fire Changes damage: +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Staridol (9 def, 9 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +13% acid / +7% cold / +6% light / +6% darkness Allows you to breathe in: water Mental save: +12 (+6 eff.) Life regen: +3.00 Maximum life: +40.00 Healing mod.: +13% A suit of armour made of leather. |
| Cloak | linen cloak 'Hettuhek' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+3 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +6 (+3 eff.) Mental save: +9 (+4 eff.) Stamina each turn: +1.00 Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +2.00 Amulets make your neck look great! |
warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
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. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
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)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 Activation costs 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 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) Activation costs 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. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Roguelike)
Got a character to level 10.By bob 28 the Cornac Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 12:07 see stats
The Arena (Roguelike)
Unlocked Arena mode.By bob 28 the Cornac Wyrmic level 7
77th Pyre 122nd year of Ascendancy at 23:26 see stats
The secret city (Roguelike)
Discovered the truth about mages.By bob 28 the Cornac Wyrmic level 9
5th Mirth 122nd year of Ascendancy at 03:15 see stats
Unstoppable (Roguelike)
Returned from the dead.By bob 28 the Cornac Wyrmic level 15
2nd Dusk 122nd year of Ascendancy at 02:07 see stats
Log
bob 28 receives 196 healing from Infusion: Healing.
Adalaith the multi-hued drake casts Inferno.
Bob 28's devouring flames area effect drains life from Adalaith the multi-hued drake!
Bob 28's devouring flames area effect hits Adalaith the multi-hued drake for 6 fire damage.
Adalaith the multi-hued drake's cleansing fire area effect hits bob 28 for 33 fire damage.
bob 28 gains 0% of a turn from Ancestral Life.
Bob 28 stops burning.
Talent Death Dance is ready to use.
Burning Shock from Adalaith the multi-hued drake hits bob 28 for 26 fire damage.
Adalaith the multi-hued drake casts Fireflash.
Bob 28's devouring flames area effect drains life from Adalaith the multi-hued drake!
Bob 28's devouring flames area effect hits Adalaith the multi-hued drake for 6 fire damage.
Adalaith the multi-hued drake's cleansing fire area effect hits bob 28 for 33 fire damage.
bob 28 gains 0% of a turn from Ancestral Life.
Bob 28 is not stunned anymore.
Adalaith the multi-hued drake casts Manathrust.
Adalaith the multi-hued drake hits bob 28 for 128 arcane damage.
Bob 28's devouring flames area effect drains life from Adalaith the multi-hued drake!
Bob 28's devouring flames area effect hits Adalaith the multi-hued drake for 11 fire damage.
Adalaith the multi-hued drake's cleansing fire area effect hits bob 28 for 33 fire damage.
bob 28 receives 2 healing from Adalaith the multi-hued drake.
bob 28 gains 0% of a turn from Ancestral Life.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Adalaith the multi-hued drake's Fireflash hits bob 28 for 156 fire damage.
Adalaith the multi-hued drake casts Lightning.
Adalaith the multi-hued drake hits bob 28 for 145 lightning damage.
bob 28 the level 15 cornac wyrmic was zapped to death by Adalaith the multi-hued drake on level 1 of Intimidating Cave.



































































