











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 Exploration |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 14 / 13% |
| Size | small |
| Lifes / Deaths | Killed by Emelakira the green mold at level 7 on the 79th Pyre 122nd year of Ascendancy at 13:01 / 33Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 00:44 Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 00:54 Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 01:46 Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 01:56 Killed by war hound at level 9 on the 24th Dusk 122nd year of Ascendancy at 00:42 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 05:49 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 06:04 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 06:18 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 06:31 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 07:47 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 08:00 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 08:11 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 08:20 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 08:33 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 08:47 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 08:57 Killed by worm that walks at level 11 on the 34th Dusk 122nd year of Ascendancy at 09:26 Killed by Velimira the water imp at level 13 on the 36th Dusk 122nd year of Ascendancy at 13:38 Killed by entrenched horror at level 13 on the 36th Dusk 122nd year of Ascendancy at 15:45 Killed by Ivelratira the water imp at level 13 on the 36th Dusk 122nd year of Ascendancy at 19:53 Killed by Glorovea the water imp at level 13 on the 36th Dusk 122nd year of Ascendancy at 21:05 Killed by Glorovea the water imp at level 13 on the 36th Dusk 122nd year of Ascendancy at 21:37 Killed by devourer at level 13 on the 37th Dusk 122nd year of Ascendancy at 06:21 Killed by devourer at level 13 on the 37th Dusk 122nd year of Ascendancy at 06:46 Killed by ritch flamespitter at level 13 on the 37th Dusk 122nd year of Ascendancy at 07:51 Killed by luminous horror at level 13 on the 37th Dusk 122nd year of Ascendancy at 09:38 Killed by luminous horror at level 13 on the 37th Dusk 122nd year of Ascendancy at 10:08 Killed by ritch flamespitter at level 13 on the 37th Dusk 122nd year of Ascendancy at 10:46 Killed by war hound at level 13 on the 37th Dusk 122nd year of Ascendancy at 11:03 Killed by Vorakira the worm that walks at level 14 on the 37th Dusk 122nd year of Ascendancy at 13:24 Killed by gwelgoroth at level 14 on the 39th Dusk 122nd year of Ascendancy at 15:22 Killed by gwelgoroth at level 14 on the 39th Dusk 122nd year of Ascendancy at 16:21 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 31 (base 25) |
| Constitution | 29 (base 19) |
| Magic | 22 (base 22) |
| Willpower | 21 (base 10) |
| Cunning | 42 (base 22) |
Resources
| Life | 421/421 |
| Mana | 173/253 |
| Stamina | 186/186 |
| Healing Factor | 1.1524687383468 |
| Regeneration | 0.28811718458669 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 47 |
| Crit Chance | 33% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 47 |
| Crit Chance | 32% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +6% |
| Darkness | +15% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (44.574340358689%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 20 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 21%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 14%( 70%) |
| Cold | + 43%( 70%) |
| Blight | + 8%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 6%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
| Poison Resistance | 11% |
| Confusion Resistance | 20% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Cunning 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 191 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Parrying melee and ranged attacks: Has a 48% chance to deflect up to 15 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 failed to protect the injured seer from death by Velyth the grizzly bear. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Wrathroot. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed warg claw. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 |
Equipment
| On feet | pair of hardened leather boots 'Duskstinger' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Blindness immunity: +20% Mental crit. chance: +3% Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
| Light source | nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +3 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +5 (+2 eff.) Light radius: +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 | Xathra (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Cun / +2 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Mental save: +8 (+4 eff.) Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
| On hands | heroic rough leather gloves of archery (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Armour: +4 Changes stats: +3 Cun / +3 Dex Mental save: +5 (+3 eff.) Maximum life: +42.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | soothing ash totem of healing [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 43. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.61 cold and 10.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | treant's copper ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes resistances: +6% nature / +5% blight Poison immunity: +11% Disease immunity: +10% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
| Around neck | clarifying 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: +12% mind Confusion immunity: +20% Amulets make your neck look great! |
| In main hand | Growthpanic (12-15 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 16% Damage (radius 2) on crit: +20 nature When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances: +3% nature / +3% fire Changes resistances penetration: +6% physical Sharp, short and deadly. |
| Around waist | noble's hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +18% Summoned Critical mult.: +7.00% A belt that goes around your waist. |
| In off hand | arcing iron dagger of massacre (14-19 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
| Cloak | linen cloak 'Freezevile' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 8 cold Changes stats: +1 Str / +1 Con Physical save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic rough leather armour of cold resistance (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +16% cold / +11% light / +11% darkness A suit of armour made of leather. |
Inventory
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 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 (1/1)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 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 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. |
Achievements
Ay ay captain! (Exploration mode)
Turn into a pirate!By Slim the Halfling Shadowblade level 1
74th Pyre 122nd year of Ascendancy at 22:49 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Slim the Halfling Shadowblade level 10
30th Dusk 122nd year of Ascendancy at 17:09 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Slim the Halfling Shadowblade level 9
2nd Mirth 122nd year of Ascendancy at 20:42 see stats
Log
Slim picks up (a.): grounding rough leather belt of the giants.
You gain 2.42 gold from the transmogrification of grounding rough leather belt of the giants.
You gain 3.06 gold from the transmogrification of traveler's pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 1.14 gold from the transmogrification of insulating linen wizard hat of frost (+5%) (1 def, 0 armour).
Slim stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Sold: 2 aquamarine for 16.00 gold.
Sold: lapis lazuli for 12.00 gold.
Sold: opal for 8.00 gold.
Sold: topaz for 8.00 gold.
Sold: 2 spinel for 8.00 gold.
Sold: garnet for 12.00 gold.
Sold: ametrine for 4.00 gold.
Sold: zircon for 4.00 gold.
Bought: heroic rough leather gloves of archery (0 def, 4 armour) for 202.43 gold.
New shimmer option unlocked: rough leather gloves
Slim wears (replacing rough leather gloves (0 def, 1 armour)): heroic rough leather gloves of archery (0 def, 4 armour).
You gain 0.25 gold from the transmogrification of rough leather gloves (0 def, 1 armour).
Resting starts...
Rested for 20 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.




































































