








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 11 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 11 on the 1st Flare 122nd year of Ascendancy at 14:26 / 1 |
Primary Stats
| Strength | 30 (base 19) |
| Dexterity | 29 (base 18) |
| Constitution | 10 (base 10) |
| Magic | 30 (base 27) |
| Willpower | 13 (base 12) |
| Cunning | 24 (base 16) |
Resources
| Life | -37/264 |
| Mana | 119/175 |
| Stamina | 118/138 |
| Healing Factor | 1.1 |
| Regeneration | 1.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 31 |
| Crit Chance | 7% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +20% |
| Arcane | +4% |
| Cold | +4% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 3 (51.69962066283%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 25 |
| Mental Save | 12 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Light | + 40%( 70%) |
| Darkness | + 12%( 70%) |
| Cold | + 12%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 113.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (9 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.61 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 +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 |
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 Minotaur. * 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 Possessed. | 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: * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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 |
Equipment
| On feet | miner's pair of rough leather boots of disengagement (0 def, 2 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +2 ---------- misc Infravis +1 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On hands | polar rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 6 cold Dmg.mod +4% arcane +4% cold ----- def ----- Armour +1 Resists +5% cold 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. |
| On head | spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
| Tool | yew totem of thorny skin [power 35] (18/20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | marksman's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% lightning Acc +6 (+3 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
| Around neck | copper amulet of mastery (0.11 Technique / Magical combat)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Magical combat Amulets make your neck look great! |
| In main hand | elm starstaff of illumination (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 73.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Main armor | spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Around waist | nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +5% darkness A belt that goes around your waist. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shatter afflictions rune of the wizard (absorb 62; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+8 eff.) Rings make your fingers look great! |
wizard's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Spell.save +6 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
balanced steel battleaxe of daylight (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +7% Undead While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +29% Massive two-handed battleaxes. |
Islatira the Brandwedge (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage While equipped: ----- def ----- Resists +6% blight +1% physical +3% cold Sharp, short and deadly. |
elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
mossy mindstar of life (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar 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. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
elm magestaff of fate (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 darkness Against +7% Living One-handed war axes. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bokathel the linen wizard hat (1 def, 2 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+7 eff.) Dmg.mod +11% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +6% blight +16% nature +5% arcane Heal.mod +15% A pointy cloth hat, very wizardly... |
Singetickler the steel shield (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 11 lightning Dmg.mod +9% fire +6% temporal +6% cold Res.pen +5% fire +5% cold Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +8% Resists +3% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Isssa the Higher Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 08:43 see stats
Log
Poison from Giant venus flytrap hits Isssa for (18 absorbed), 0 nature (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Poison from Giant venus flytrap hits Isssa for (18 absorbed), 0 nature (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Poison from Giant venus flytrap hits Isssa for (18 absorbed), 0 nature (0 total damage).
Ran for 2 turns (stop reason: taken damage).
The shield around Isssa crumbles.
Poison from Giant venus flytrap hits Isssa for (18 absorbed), 0 nature (0 total damage).
Isssa picks up (b.): shatter afflictions rune of the wizard (absorb 62; cd 22).
Isssa stops being poisoned.
Talent Chain Lightning is ready to use.
Worm that walks casts Epidemic.
Ran for 2 turns (stop reason: detrimental status effect).
Isssa is afflicted by an epidemic!
Isssa activates her yew totem of thorny skin!
Isssa's skin looks a bit thorny.
Epidemic from Worm that walks hits Isssa for 53 blight damage.
Worm that walks casts Drain.
The diseases of worm that walks spread!
Worm that walks hits Isssa for 189 blight damage.
Isssa casts Phase Door.
Epidemic from Worm that walks hits Isssa for 53 blight damage.
Isssa the level 11 higher arcane blade was fouled to death by a worm that walks on level 2 of Old Forest.











































































