










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Wyrmic |
| Level / Exp | 18 / 9% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 18 on the 57th Dusk 122nd year of Ascendancy at 09:33 / 1 |
Primary Stats
| Strength | 41 (base 39) |
| Dexterity | 11 (base 10) |
| Constitution | 20 (base 25) |
| Magic | 11 (base 10) |
| Willpower | 40 (base 29) |
| Cunning | 17 (base 10) |
Resources
| Life | -25/582 |
| Psi | 130/130 |
| Stamina | 226/226 |
| Equilibrium | 32 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 6.5054778798917 |
Speed
| Mental | +8.3093084429546% |
| Attack | +8.3093084429546% |
| Movement | +36.093867610317% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 13 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 35 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 0.92 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 8% |
| Speed | 0.92328167761009 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +16% |
| Cold | +6% |
| Lightning | +3% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Physical | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 3 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 17%( 70%) |
| Physical | + 2%( 70%) |
| Temporal | + 17%( 70%) |
| Darkness | + 9%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 2%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 95% |
| Teleport Resistance | 10% |
| Blind Resistance | 21% |
| Silence Resistance | 50% |
| Bleed Resistance | 20% |
| Pinning Resistance | 35% |
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 419% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved talent Resonance Field (+1 level(s)). | done |
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 Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Dimsage the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +7 Lck / +3 Dex Changes resistances: +9% acid / +6% darkness Stealth bonus: +7 Confusion immunity: +10% Psi when hit: +0.04 Mindpower: +5 (+3 eff.) A pair of boots made of leather. |
| Light source | Glemina the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Changes stats: +1 Str Mental save: +8 (+4 eff.) Cut immunity: +20% Stamina each turn: +3.00 Light radius: +4 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xeruma (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +5% Mental save: +3 (+2 eff.) Stun/Freeze immunity: +10% Teleport immunity: +10% Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Willowkiller' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Fatigue: +3% Changes resistances: +5% arcane / +9% cold / +6% nature / +3% darkness Changes damage: +6% fire Physical save: +7 (+4 eff.) Spell save: +9 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +20% 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. |
| Tool | Frigidminister the dwarven-steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +3 Str / +1 Mag Changes damage: +3% acid / +3% cold Infravision radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 42. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
| On fingers | Tulemarim the LoampowerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 47% Changes stats: +1 Str Changes resistances: +6% temporal Changes resistances penetration: +10% nature / +5% physical Disarm immunity: +30% Pinning immunity: +25% Knockback immunity: +20% Maximum life: +30.00 Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% 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 | Vorabeth (42-58 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 6 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +13 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Changes resistances: +9% acid Changes resistances penetration: +25% acid Disease immunity: +14% Blunt and deadly. |
| Around waist | Zubevea the SleetbornInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes damage: +3% cold Knockback immunity: +20% Life regen: +0.60 Maximum life: +80.00 Healing mod.: +10% A belt that goes around your waist. |
| In off hand | iron shield of temporal resistance (+11%) (0 def, 2 armour, 10-11 power, 19.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes resistances: +11% temporal Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Layiwyn the Breezestreaker (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 47% * 10% chance to reduce armor by 16% Changes damage: +3% acid / +3% lightning Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Toxinwish (11 def, 6 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +11 (+5 eff.) Fatigue: +7% Changes resistances: +16% lightning / +3% mind / +9% nature Disarm immunity: +20% Pinning immunity: +10% A suit of armour made of leather. |
Inventory
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
marksman'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: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings make your fingers look great! |
savage's steel ring of arcana (+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +12 (+6 eff.) Silence immunity: +24% Mana each turn: +0.14 Maximum stamina: +10.00 Rings make your fingers look great! |
iron battleaxe (12-19 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
flaming iron greatmaul of massacre (26-38 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.5 - 38.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Massive two-handed mauls. |
truestriking steel greatmaul of crippling (29-44 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances penetration: +9% physical Massive two-handed mauls. |
Dourbait (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +3 Damage (Melee): 7 lightning Damage when hit (Melee): 4 darkness Changes stats: +4 Dex Changes resistances: +8% lightning / +6% darkness Changes damage: +4% lightning / +15% darkness Life regen: +3.20 Stamina each turn: +0.70 Psi each turn: +0.21 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.10 to 123.29 lightning damage (82.19 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
3 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. |
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. |
miner's iron pickaxe (dig speed 28 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
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. |
4 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. |
3 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bofurious the Yeek Wyrmic level 14
21st Dusk 122nd year of Ascendancy at 05:27 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bofurious the Yeek Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 15:47 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bofurious the Yeek Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 03:19 see stats
Log
Bofurious uses Infusion: Wild.
Bofurious lessens the pain.
Bofurious uses Infusion: Movement.
Bofurious is moving at extreme speed!
Bofurious is recovering from the damage!
Bofurious feels pain again.
Epidemic from Worm that walks hits Bofurious for (32 resonance), 32 blight (32 total damage).
Worm Rot from Worm that walks hits Bofurious for (20 resonance), 20 blight, (13 resonance), 13 acid (34 total damage).
Your resonance field crumbles under the damage!
The psychic field around Bofurious crumbles.
Bofurious slows down.
Bofurious reacts immediately after taking severe wounds!
Epidemic from Worm that walks hits Bofurious for 64 blight damage.
Worm Rot from Worm that walks hits Bofurious for (24 resonance), 24 blight, (5 resonance), 27 acid (50 total damage).
Bofurious uses Nature's Touch.
Bofurious receives 80 healing.
Bofurious has finished recovering.
Epidemic from Worm that walks hits Bofurious for 53 blight damage.
Worm Rot from Worm that walks hits Bofurious for 40 blight, 26 acid (66 total damage).
Bofurious is free from the worm rot.
A carrion worm mass bursts out of Bofurious!
Something hits Bofurious for 113 blight damage.
Epidemic from Worm that walks hits Bofurious for 53 blight damage.
Bofurious the level 18 yeek wyrmic was debilitated by noxious blight before falling to death by a worm that walks on level 2 of Old Forest.














































































