
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 13 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by large white snake at level 12 on the 10th Mirth 122nd year of Ascendancy at 20:32 0 / 5Killed by naga myrmidon at level 12 on the 10th Mirth 122nd year of Ascendancy at 23:58 Killed by naga myrmidon at level 12 on the 1st Summertide 122nd year of Ascendancy at 00:18 Killed by shivgoroth at level 12 on the 1st Summertide 122nd year of Ascendancy at 02:38 Killed by ancient elven mummy at level 13 on the 1st Summertide 122nd year of Ascendancy at 07:18 |
Primary Stats
| Strength | 30 (base 30) |
| Dexterity | 12 (base 12) |
| Constitution | 15 (base 12) |
| Magic | 32 (base 30) |
| Willpower | 15 (base 12) |
| Cunning | 12 (base 12) |
Resources
| Life | -56/288 |
| Positive | 0/36 |
| Stamina | 84/118 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 28 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.15 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 25.476743906106 (30%) |
| Defense | 16.306127084434 |
| Ranged Defense | 21.153063542217 |
| Fatigue | 11 |
| Physical Save | 25.58063716661 |
| Spell Save | 27.93063716661 |
| Mental Save | 15.45 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 15% |
| Stun Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Shield Wall |
| talent | Searing Sight |
| talent | Chant of Fortitude |
| talent | Weapon of Light |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Blazeravager (0 def, 3 armour) Blazeravager (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 physical Changes resistances: +6% fire / +6% light / +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Undeathmistress the brass lantern Undeathmistress the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armor Damage when hit (Melee): 8 nature Changes stats: +3 Wil Changes damage: +6% mind 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. |
| On head | Beterakira the rough leather cap (0 def, 1 armour) Beterakira the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +3 Con Changes damage: +6% mind A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Alykath the steel ring Alykath the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +22% lightning Changes damage: +11% lightning See invisible: +3 Rings can have magical properties. |
| In main hand | iron longsword 'Poramira' (10.5-14.7 power, 2 apr) iron longsword 'Poramira' (10.5-14.7 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +20% Damage (Melee): +5 lightning When wielded/worn: Damage when hit (Melee): 12 blight Sharp, long, and deadly. |
| In off hand | Tarranarichik the steel shield (6 def, 2 armour, 16 dam, 37 block) Tarranarichik the steel shield (6 def, 2 armour, 16 dam, 37 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +37 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when hit (Melee): 8 blight Changes resistances: +15% cold Talent granted: +2 Block Mana each turn: +0.12 Handheld deflection devices. |
| Cloak | thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +10% cold Spell save: +6 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fearwoven woollen robe of alchemy (0 def, 0 armour) fearwoven woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% acid / +11% physical / +11% cold / +10% fire Changes resistances penetration: +6% darkness / +7% physical Changes damage: +5% acid / +11% physical / +5% darkness / +6% cold / +5% fire Talent cooldown: Refit Golem (-2 turns) Maximum hate: +8.00 Mindpower: +5 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Dourdredge the steel dagger (11.5-14.95 power, 10 apr) Dourdredge the steel dagger (11.5-14.95 power, 10 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 temporal / +4 light / +5 nature Burst (radius 1) on hit: +4 fire Damage against: +7% Undead When wielded/worn: Changes stats: +1 Dex Changes resistances: +3% darkness Sharp, short and deadly. |
iron greatmaul 'Camygolach' (19-28.5 power, 1 apr) iron greatmaul 'Camygolach' (19-28.5 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Defense: +7 Changes stats: +2 Dex / +1 Con Massive two-handed mauls. |
iron greatsword of amnesia (16-25.6 power, 1 apr) iron greatsword of amnesia (16-25.6 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 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% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
Halusadenik (14-19.6 power, 3 apr) Halusadenik (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature When wielded/worn: Damage when hit (Melee): 8 arcane Spellpower: +4 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage)horrifying mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +3% mind / +3% darkness Mental save: +2 Maximum psi: +10.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, arcane element)ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Urthodradil the steel waraxe (13-18.2 power, 3 apr) Urthodradil the steel waraxe (13-18.2 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +7 Changes resistances penetration: +5% arcane / +5% temporal Changes damage: +3% temporal Maximum mana: +20.00 One-handed war axes. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
agate 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 Gems can be sold for money or used in arcane rituals. |
108 alchemist agate 108 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Islemina the Squalorpyre Islemina the SqualorpyreInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% nature Physical save: +6 Light radius: +2 See invisible: +3 Healing mod.: +11% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Mucusumbra (15/15, 19-22.8 power, 2 apr) Mucusumbra (15/15, 19-22.8 power, 2 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 15 On weapon hit: * 10 arcane resource burn Damage (Ranged): +20 nature Shots are used with slings to pummel your foes to death. |
Kindleblack the iron torque of psychoportation [power 21] (30 cooldown) Kindleblack the iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +3% light / +3% blight It can be used to teleport randomly (rad 21), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
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. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Nana the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 10:09 see stats
Log
Nana picks up (f.): ash magestaff (15-18 power, 3 apr, arcane element).
Talent Shield Pummel is ready to use.
Nana hits Aerylena the minotaur for 4 light damage.
Nana hits Ancient elven mummy for 4 light damage.
Talent Block is ready to use.
Nana hits Aerylena the minotaur for 4 light damage.
Nana hits Ancient elven mummy for 5 light damage.
Aerylena the minotaur uses Disarming Trap.
Aerylena the minotaur fails to disarm a trap (Aerylena the minotaur's disarming trap).
Talent Sun Ray is ready to use.
Nana hits Aerylena the minotaur for 4 light damage.
Nana hits Ancient elven mummy for 5 light damage.
Nana hits Aerylena the minotaur for 4 light damage.
Nana hits Ancient elven mummy for 5 light damage.
Talent Repulsion is ready to use.
Nana hits Aerylena the minotaur for 4 light damage.
Aerylena the minotaur uses Evasion.
Aerylena the minotaur tries to evade attacks.
Talent Infusion: Wild is ready to use.
Nana hits Aerylena the minotaur for 4 light damage.
Nana hits Aerylena the minotaur for 4 light damage.
Ancient elven mummy casts Manathrust.
Saving game...
