Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Inventory Show All Tabs By Default 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 8 / 53% |
| Size | small |
| Lifes / Deaths | Killed by Veian the human at level 8 on the 61st Dusk 122nd year of Ascendancy at 03:46 / 1 |
Primary Stats
| Strength | 12 (base 13) |
| Dexterity | 22 (base 17) |
| Constitution | 14 (base 11) |
| Magic | 25 (base 20) |
| Willpower | 13 (base 10) |
| Cunning | 28 (base 22) |
Resources
| Life | -4/239 |
| Mana | 128/157 |
| Stamina | 34/84 |
| Healing Factor | 1 |
| Regeneration | 12.25 |
Speed
| Mental | +2.86% |
| Attack | 0% |
| Movement | +20% |
| Spell | +2.86% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 34 |
| Crit Chance | 27% |
| APR | 21 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 34 |
| Crit Chance | 19% |
| APR | 16 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 25.51 |
| Crit Chance | 8% |
| Speed | 0.97219521679953 |
Offense: Mind
| Mindpower | 20.15 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +11% |
| Blight | +7% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 10.2 |
| Ranged Defense | 10.2 |
| Fatigue | 0 |
| Physical Save | 22.671737463453 |
| Spell Save | 21.771737463453 |
| Mental Save | 20.1125 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Light | + 22%( 70%) |
| Blight | + 16%( 70%) |
| Fire | + 16%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 582% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Shadow Combat |
| talent | Shadow Feed |
| talent | Chant of Fortitude |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | 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 Shade. | 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 chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed skeleton mage skull. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed red crystal shard. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of rough leather boots of void walking (0 def, 1 armour) wanderer's pair of rough leather boots of void walking (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% Changes stats: +2 Con Physical save: +6 Mental save: +5 Defense after a teleport: +6 Resist all after a teleport: +5% Effect duration reduction after a teleport: +5% A pair of boots made of leather. |
| Light source | watchleader's brass lantern of focus watchleader's brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +3 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 8 turns. The radius will increase with your Cunning. 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 | insulating linen wizard hat (1 def, 0 armour) insulating linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% cold / +6% fire A pointy cloth hat, very wizardly... |
| On hands | blighted rough leather gloves of strength (+2) (0 def, 1 armour) blighted rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 5 blight Changes resistances: +6% blight Changes damage: +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | steel ring of light (+22%) steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 drain life / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 corrupted blood When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 A belt that goes around your waist. |
| In off hand | flaming iron dagger of crippling (4-5.2 power, 5 apr) flaming iron dagger of crippling (4-5.2 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.0 - 5.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
| Cloak | linen cloak of backstabbing (1 def, 0 armour) linen cloak of backstabbing (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +6 Defense: +1 Critical mult.: +11.00% Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Voravena the cashmere robe (2 def, 0 armour) Voravena the cashmere robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun Changes resistances: +16% acid Changes damage: +11% acid Critical mult.: +12.00% Mana each turn: +0.16 Psi each turn: +0.16 Maximum life: +20.00 Maximum stamina: +15.00 Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
insulating copper amulet of cunning (+3) insulating copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% cold / +11% fire Amulets can have magical properties. |
balanced iron dagger of erosion (4.5-5.85 power, 5 apr) balanced iron dagger of erosion (4.5-5.85 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +4 nature / +6 temporal When wielded/worn: Accuracy: +5 Defense: +4 Sharp, short and deadly. |
balanced iron dagger of erosion (5-6.5 power, 5 apr) balanced iron dagger of erosion (5-6.5 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 nature / +4 temporal When wielded/worn: Accuracy: +5 Defense: +4 Sharp, short and deadly. |
flaming iron dagger (5.5-7.15 power, 5 apr) flaming iron dagger (5.5-7.15 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
hateful iron dagger of massacre (9.5-12.35 power, 5 apr) hateful iron dagger of massacre (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +6 darkness Damage against: +4% Humanoid Sharp, short and deadly. |
huntsman's steel dagger of massacre (14.5-18.85 power, 6 apr) huntsman's steel dagger of massacre (14.5-18.85 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +5 nature Damage against: +4% Animal Sharp, short and deadly. |
thought-forged iron dagger of paradox (5-6.5 power, 5 apr) thought-forged iron dagger of paradox (5-6.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +6 mind / +4 temporal Damage conversion: 21% mind When wielded/worn: Changes stats: +2 Wil Damage when the wearer is hit: 4 temporal Changes resistances: +5% temporal Sharp, short and deadly. |
spiked rough leather armour of cold resistance (1 def, 2 armour) spiked rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 11 physical Changes resistances: +16% cold A suit of armour made of leather. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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 293/400. 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. |
elm totem of thorny skin [power 10] (28/20 cooldown) elm totem of thorny skin [power 10] (28/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Imdoidi the shalore is not stunned anymore.
Arkad hits Imdoidi the shalore for 4 fire damage.
Arkad uses Infusion: Regeneration.
Arkad starts regenerating health quickly.
Veian the human is no longer illuminated.
Veian the human recovers sight.
Imdoidi the shalore recovers sight.
Imdoidi the shalore is no longer illuminated.
Imdoidi the shalore stops burning.
Arkad's awareness returns to normal.
Imdoidi the shalore hits Arkad for 16 physical, 6 darkness damage (total 21.55).
Arkad hits Imdoidi the shalore for 4 light, 14 blight damage (total 17.53).
Arkad hits Imdoidi the shalore for 24 physical damage.
Arkad killed Imdoidi the shalore!
Arkad hits Veian the human for 5 fire damage.
Arkad uses Flurry.
Arkad drains life from Veian the human!
Veian the human is on fire!
Arkad drains life from Veian the human!
Veian the human is recovering from the damage!
Arkad drains life from Veian the human!
Veian the human hits Arkad for 10 physical, 9 fire, 10 physical, 9 fire, 10 physical, 9 fire, 10 physical, 9 fire, 10 physical, 9 fire, 10 physical, 9 fire damage (total 107.16).
Arkad hits Veian the human for 13 physical, 11 blight, 5 fire, 6 blight, 18 darkness, 2 physical, 6 blight, 18 darkness, 5 fire, 12 physical, 11 blight, 5 fire, 6 blight, 18 darkness, 2 physical, 6 blight, 18 darkness, 5 fire, 14 physical, 11 blight, 5 fire, 6 blight, 18 darkness, 2 physical, 6 blight, 18 darkness, 5 fire damage (total 234.27).
Veian the human uses Shield Pummel.
Saving done.
Saving done.
Saving game...
