











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 | 16 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 16 on the 1st Time of Balance 123rd year of Ascendancy at 13:03 / 1 |
Primary Stats
| Strength | 30 (base 18) |
| Dexterity | 32 (base 14) |
| Constitution | 10 (base 10) |
| Magic | 59 (base 43) |
| Willpower | 18 (base 12) |
| Cunning | 34 (base 20) |
Resources
| Life | -37/461 |
| Mana | 161/230 |
| Stamina | 134/165 |
| Healing Factor | 1.1000003099961 |
| Regeneration | 4.6750013174834 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 28.114754928839 |
| See Invisible | 28.114754928839 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 39 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Lightning | +32% |
| Nature | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 17 (51.69962066283%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 31 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 12%( 70%) |
| Darkness | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 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 825% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: 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 52 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 Dexterity stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 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 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 1 of Old Forest) | failed |
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 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | acidic pouch of iron shots of accuracy (20/20, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 20 On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 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 | clarifying linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | overpowered ash wand of shielding [power 296] (22/28 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 28 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's steel ring of blight (+12%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
| Around waist | nightruned rough leather belt of resilience1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +6% light +5% darkness Max.HP +30.00 A belt that goes around your waist. |
| In main hand | ash magestaff 'Searspire' (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% lightning Res.pen +15% fire ----- def ----- Resists +3% cold +12% fire Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Aeradeyon' (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +2 Wil dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +6 Resists +3% light +6% darkness Disease- +10% 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. |
| Main armor | troll-hide cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% physical Phys.save +10 (+5 eff.) Max.HP +32.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
| Cloak | thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Sparkwinter the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% lightning +3% nature Res.pen +25% lightning Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 33% Amulets make your neck look great! |
Inventory
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 101.58 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
arcing iron dagger of massacre (14-19 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage Sharp, short and deadly. |
thought-forged steel dagger of the mystic (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 16 While equipped: Stats +1 Mag +2 Wil +2 Cun dps ---------- Spell.pwr +6 (+2 eff.) Sharp, short and deadly. |
Emathra the ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Random Unique] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% arcane +6% temporal ----- def ----- Defense +11 (+5 eff.) Resists +6% light HP.reg +0.60 Heal.mod +12% Pinning- +10% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 94.18 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. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
deadly quiver of elm arrows (17/17, 24-34 power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 24.0 - 33.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Olithad2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +10 (+5 eff.) Dmg.mod +9% temporal ----- def ----- Phys.save +6 (+3 eff.) Spell.save +3 (+2 eff.) Heal.mod +11% ---------- misc Max.vim +20.00 Light +3 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. |
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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ialk uses Dirty Fighting.
Ialk hits Horned Horror for 50 physical damage.
Strangle Hold from Horned Horror hits Ialk for (22 absorbed), 0 nature (0 total damage).
Horned Horror throws two quick punches.
Horned Horror activates Striking Stance.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid, (2 flat reduction), 0 acid (0 total damage).
Horned Horror hits Ialk for (82 absorbed), 0 physical, (15 absorbed), 0 lightning, (78 absorbed), 0 physical, (15 absorbed), 0 lightning (0 total damage).
You are unable to move!
Strangle Hold from Horned Horror hits Ialk for (22 absorbed), 0 nature (0 total damage).
Horned Horror lashes out with a spinning backhand.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid (0 total damage).
Horned Horror hits Ialk for (103 absorbed), 0 physical, (15 absorbed), 0 lightning (0 total damage).
Ialk's aura of power vanishes.
The shield around Ialk crumbles.
Strangle Hold from Horned Horror hits Ialk for (22 absorbed), 0 nature (0 total damage).
Horned Horror lashes out with a flurry of fists.
Horned Horror misses Ialk.
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid, (2 flat reduction), 0 acid (0 total damage).
Horned Horror hits Ialk for 79 physical, 19 lightning, 94 physical, 19 lightning (212 total damage).
Ialk speeds up.
Strangle Hold from Horned Horror hits Ialk for 28 nature damage.
Dremling retunes the fabric of spacetime.
Horned Horror throws two quick punches.
Horned Horror performs a melee critical strike against Ialk!
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid, (2 flat reduction), 0 acid (0 total damage).
Horned Horror hits Ialk for 106 physical, 19 lightning, 139 physical (264 total damage).
Ialk the level 16 higher arcane blade was bled to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.













































































