











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 | Thalore |
| Class | Oozemancer |
| Level / Exp | 8 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by ancient elven mummy at level 8 on the 21st Haze 122nd year of Ascendancy at 23:34 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 39.445416837732 (base 32) |
| Cunning | 31.227084188661 (base 21) |
Resources
| Life | -84/213 |
| Equilibrium | 28 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 0.75728715568847 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 33.975329587899 |
| See Invisible | 31.975329587899 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 26 |
| Crit Chance | 9% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 26 |
| Crit Chance | 9% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Lightning | +9% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 16 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 11%( 70%) |
| Darkness | + 10%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Mitosis |
| talent | Psiblades |
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 injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by dozing wolf. Escort: temporal explorer (level 1 of Heart of the Gloom) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one length of troll intestine. Kindly empty it before returning.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * '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 ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within | active |
Equipment
| On feet | miner's pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Infravision radius: +1 A pair of boots made of leather. |
| On hands | sand rough leather gloves of strength (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +3% physical 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. |
| Light source | brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Light radius: +3 See stealth: +7 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. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | creative mossy mindstar of life (3-3 power, 15 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 72% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Life regen: +0.50 Maximum life: +10.00 Mindpower: +3 (+1 eff.) 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. |
| Main armor | 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 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 46.15 to 138.46 lightning damage (92.31 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| In off hand | Frozenmaim the mossy mindstar (2-3 power, 15 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 72% Wil, 43% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +16 cold When wielded/worn: Changes stats: +1 Str / +1 Wil / +3 Cun Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) 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. |
| Cloak | Airborn the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 lightning / 2 cold Changes resistances: +11% cold Changes resistances penetration: +10% lightning Changes damage: +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% light / +10% darkness Blindness immunity: +21% Amulets make your neck look great! |
Inventory
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 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. |
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. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 172 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. |
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. |
2 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
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Oozey the Thalore Oozemancer level 6
4th Haze 122nd year of Ascendancy at 03:55 see stats
Log
Rested for 131 turns (stop reason: all resources and life at maximum).
Today is the 17th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 19th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 20th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 21st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Saving done.
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: hostile spotted to the south (ancient elven mummy)).
Saving done.
Melee retaliation hits Ancient elven mummy for 2 lightning, 2 cold (4 total damage).
Ancient elven mummy hits Oozey for 79 physical damage.
Melee retaliation hits Ancient elven mummy for 2 lightning, 2 cold (4 total damage).
Ancient elven mummy hits Oozey for 93 physical damage.
Ancient elven mummy uses Crush.




















































