Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doomed |
| Level / Exp | 10 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 10 on the 27th Dusk 122nd year of Ascendancy at 10:39 / 1 |
Primary Stats
| Strength | 24 (base 18) |
| Dexterity | 14 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 32 (base 27) |
| Cunning | 21 (base 20) |
Resources
| Life | -3/175 |
| Hate | 37/100 |
| Equilibrium | 16 |
| Healing Factor | 0.82085957241526 |
| Regeneration | 0.20521489310382 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 9 |
| Accuracy | 23 |
| Crit Chance | 16% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.9 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +5% |
| Fire | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 12.4 |
| Ranged Defense | 20.2 |
| Fatigue | 12 |
| Physical Save | 21.45 |
| Spell Save | 15.4 |
| Mental Save | 18.55 |
Defense: Resistances
| Darkness | + 38%( 70%) |
| Lightning | + 36%( 70%) |
| Nature | + 30%( 70%) |
| Acid | + 53%( 70%) |
| Fire | + 42%( 70%) |
| Physical | + 34%( 70%) |
| Cold | + 35%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Fear Resistance | 50% |
| Stun Resistance | 50% |
| Knockback Resistance | 50% |
| Confusion Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 7.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 71.00 to 213.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 26% for 6 turns. |
Class Talents
| Cursed / Darkness | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| detrimental effect | The target is on fire, taking 11.99 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target ignores pain, reducing all damage taken by 26%. Pain Suppression |
| beneficial effect | Recurring Madness is feeding from arcane blade. Feeding |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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 | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Tool | Zedig the dragonbone totem of thorny skin [power 71] (17/20 cooldown) Zedig the dragonbone totem of thorny skin [power 71] (17/20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Changes resistances penetration: +5% arcane Changes damage: +6% physical Talent granted: +4 Lay Web Critical mult.: +10.00% Maximum encumbrance: +10 Healing mod.: +15% It can be used to harden the skin for 6 turns increasing armour by 71 and armour hardiness by 70%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On feet | Sunradiance the pair of voratun boots (8 def, 13 armour) Sunradiance the pair of voratun boots (8 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +5 Armour: +13 Defense: +8 Ranged Defense: +8 Fatigue: +4% Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 4 fire Changes resistances: +22% fire / +12% cold / +14% lightning / +15% acid / +6% nature Changes resistances penetration: +10% nature / +10% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around waist | Aloledir the Poxtorrent Aloledir the PoxtorrentInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 nature Damage when the wearer is hit: 20 acid Changes resistances: +21% acid Physical save: +11 Mindpower: +8 A belt that goes around your waist. |
| Main armor | Gloryrin the hardened leather armour (3 def, 6 armour) Gloryrin the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +8 Str / +3 Dex / +4 Wil Changes resistances: +16% darkness / +11% physical Changes resistances penetration: +10% blight Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
| In main hand | radiant mossy mindstar (3-3.3 power, 12 apr, nature damage) (Nightmares) radiant mossy mindstar (3-3.3 power, 12 apr, nature damage) (Nightmares)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: 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% Damage when this weapon hits: +3 light When wielded/worn: Mindpower: +3 Mental crit. chance: +3% Light radius: +1 Curse of Nightmares 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. |
Inventory
wild infusion (resist 12%; cure magical, mental) wild infusion (resist 12%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 12% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (Shrouds) mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds 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. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Shrouds) mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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: Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds 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. |
radiant vined mindstar (4.5-4.95 power, 18 apr, nature damage) (Misfortune) radiant vined mindstar (4.5-4.95 power, 18 apr, nature damage) (Misfortune)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +2 light When wielded/worn: Mindpower: +3 Mental crit. chance: +4% Light radius: +1 Curse of Misfortune 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. |
Penitence (15-18 power, 4 apr, nature damage) (Corpses) Penitence (15-18 power, 4 apr, nature damage) (Corpses)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% Curse of Corpses It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of Eyal (1 def, 2 armour) rough leather armour of Eyal (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Life regen: +1.30 Maximum life: +48.00 Healing mod.: +13% A suit of armour made of leather. |
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. |
Rod of Recall (1/1) 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, costing 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 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 is 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. |
Velanne (19/19, 17.5-21 power, 2 apr) Velanne (19/19, 17.5-21 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.5 - 21.0 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: 19 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +24 mind / +5 bleed Damage conversion: 20% mind Shots are used with slings to pummel your foes to death. |
overpowered dwarven-steel torque of psychoportation [power 47] (17/44 cooldown) overpowered dwarven-steel torque of psychoportation [power 47] (17/44 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 47), placing all other charms into a 44 cooldown. Torques are made by powerful psionics to store psionic powers. |
forceful yew totem of cure poisons [power 2] (17/20 cooldown) forceful yew totem of cure poisons [power 2] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Recurring Madness the Shalore Doomed level 10
1st Dusk 122nd year of Ascendancy at 16:17 see stats
Log
Talent Blast is ready to use.
Arcane blade casts Flame.
Something hits Arcane blade for 11 physical damage.
You have deflected 10 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Recurring Madness is on fire!
Arcane blade's Flame hits Recurring Madness for (10 deflected), 11 fire (11 total damage).
Recurring Madness's creeping dark hits Arcane blade for 15 darkness damage.
Recurring Madness uses Blast.
Arcane blade was smashed!
Arcane blade is dazed!
Recurring Madness strikes Arcane blade in the darkness (+12% damage).
Recurring Madness hits Arcane blade for 72 physical, 5 physical (77 total damage).
You have deflected 1 incoming damage!
Arcane blade has been dominated!
Arcane blade is not dazed anymore.
Burning from Arcane blade hits Recurring Madness for (1 deflected), 2 fire (2 total damage).
Something hits Arcane blade for 18 physical damage.
Recurring Madness's creeping dark hits Arcane blade for 15 darkness damage.
Talent Feed is ready to use.
You have deflected 3 incoming damage!
Burning from Arcane blade hits Recurring Madness for (3 deflected), 4 fire (4 total damage).
Something hits Arcane blade for 17 physical damage.
Recurring Madness's creeping dark hits Arcane blade for 15 darkness damage.
Recurring Madness uses Feed.
You have deflected 3 incoming damage!
Saving game...
