













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 12 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 12 on the 13rd Wealth 122nd year of Ascendancy at 22:01 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 34 (base 36) |
| Constitution | 13 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 21 (base 11) |
| Cunning | 36 (base 25) |
Resources
| Life | -5/308 |
| Stamina | 50/180 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 47.617305437452 |
| See Invisible | 47.617305437452 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 33 |
| Crit Chance | 15% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Temporal | +12% |
| Fire | +18% |
| Arcane | +11% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +16% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 7 (40%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 9 |
| Physical Save | 16 |
| Spell Save | 10 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 20%( 70%) |
| Nature | + 21%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 24%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% 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. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by Islyssra the slumbering giant grey rat. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
| Quiver | flaming pouch of iron shots of accuracy (17/21, 110% power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 21 Damage (radius 1) on hit: +5 fire Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Glowjustice'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +1 Str / +1 Mag / +4 Cun Changes resistances: +3% light Mental save: +6 (+3 eff.) Light radius: +3 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 | Xitta the Weepbraze (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +3% mind Psi when hit: +0.12 A cap made of leather. |
| Tool | iron torque of gale force 'Jetpiety' [power 105] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +3 Wil Changes damage: +3% mind Maximum hate: +2.00 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Around waist | Coalhunger the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +6% acid / +1% physical Changes resistances penetration: +5% darkness Reduces incoming crit damage: 15.00% Stealth bonus: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
| In main hand | WoefuryRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 On weapon hit: * 10% chance to reduce damage dealt by 16% When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% acid Changes resistances penetration: +5% darkness / +6% physical Changes damage: +18% fire Slings are used to hurl stones or metal shots at your foes. |
| Main armor | shimmering woollen robe of time (+12%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +12% temporal Changes damage: +11% arcane / +12% temporal Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In off hand | iron shield of fire resistance (+16%) (0 def, 2 armour, 94% power, 22.5 block)Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Aroran (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+3 eff.) Changes resistances penetration: +10% physical Critical mult.: +5.00% Physical save: +6 (+5 eff.) Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
ZubigaweCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes damage: +3% physical Damage against: +16% Summoned Reduced damage from: +19% Summoned Physical save: +6 (+5 eff.) Teleport immunity: +20% A belt that goes around your waist. |
Coalknight (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +2 Wil Changes resistances penetration: +5% mind / +5% cold Maximum life: +35.00 Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gliwyn (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +12 (+5 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Critical mult.: +10.00% Physical save: +6 (+5 eff.) Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather armour of the deep (9 def, 8 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +5% acid / +5% cold Allows you to breathe in: water A suit of armour made of leather. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 (2/2)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 166 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. |
iron torque of mindblast 'Elenahir' [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% nature Stun/Freeze immunity: +20% Teleport immunity: +20% It can be used to blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Skirm the Dwarf Skirmisher level 10
10th Profit 122nd year of Ascendancy at 08:10 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Skirm the Dwarf Skirmisher level 6
18th Voratun 122nd year of Ascendancy at 10:44 see stats
Log
Skirm instinctively hardens his skin and ignores the attack!
Skirm repels an attack from Forest Troll Hedge-Wizard.
Forest Troll Hedge-Wizard's Nature's Touch is disrupted by his wounds!
Bleeding from Skirm hits Forest Troll Hedge-Wizard for 10 physical damage.
Skirm's Hurricane Shot hits Forest Troll Hedge-Wizard for 38 physical, 3 mind, 8 fire (48 total damage).
Skirm's Hurricane Shot hits Grizzly bear for 33 physical, 5 mind, 4 fire (43 total damage).
Poison from 3-headed hydra hits Skirm for (9 flat reduction), 0 nature (0 total damage).
Skirm uses Bash and Smash.
Forest Troll Hedge-Wizard casts Rune: Reflection Shield.
A shield forms around Forest Troll Hedge-Wizard.
Forest Troll Hedge-Wizard reflects damage back to Skirm!
Forest Troll Hedge-Wizard hits Skirm for 103 reflected, 3 reflected, 8 reflected (114 total damage).
Bleeding from Skirm hits Forest Troll Hedge-Wizard for 10 physical damage.
Skirm's Bash and Smash hits Grizzly bear for 4 fire damage.
Skirm's Bash and Smash hits Forest Troll Hedge-Wizard for (103 absorbed), 0 physical, (3 absorbed), 0 mind, (8 absorbed), 0 fire (0 total damage).
Skirm hits Forest Troll Hedge-Wizard for 20 physical, 8 mind (28 total damage).
Skirm instinctively hardens his skin and ignores the attack!
Skirm repels an attack from Forest Troll Hedge-Wizard.
Forest Troll Hedge-Wizard misses Skirm.
Skirm stops being poisoned.
Skirm uses Disengage.
Skirm is moving at extreme speed!
Forest Troll Hedge-Wizard reflects damage back to Skirm!
Forest Troll Hedge-Wizard hits Skirm for 52 reflected damage.
Bleeding from Skirm hits Forest Troll Hedge-Wizard for (52 absorbed), 0 physical (0 total damage).
Forest Troll Hedge-Wizard casts Manathrust.
Forest Troll Hedge-Wizard's Manathrust hits Skirm for (10 flat reduction), 90 arcane (90 total damage).
Skirm the level 12 dwarf skirmisher was energised to death by Forest Troll Hedge-Wizard on level 3 of Trollmire.
























































