Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.0 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Chronometer 1.0.1Creates a new widget that displays how long it will take your character to perform various actions. Works in Minimalist or Classic UI. Full UI functionality (scale, move, etc). Mouse over an NPC or projectile to see how their speeds compare to yours. Enable verbose mode from "Chronometer" in main menu for even more info about your moused over targets' speeds. Due to MD5 woes, the earlier Chronometer page has been lost (along with my votes :( ) |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Corruptor |
| Level / Exp | 12 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton master archer at level 12 on the 26th Dusk 122nd year of Ascendancy at 22:58 / 1 |
Primary Stats
| Strength | 18 (base 18) |
| Dexterity | 11 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 39 (base 37) |
| Willpower | 18 (base 13) |
| Cunning | 17 (base 10) |
Resources
| Life | -3/301 |
| Vim | 194/194 |
| Healing Factor | 1 |
| Regeneration | 1.65 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +71.428571428571% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 14 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.4 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +25% |
| Arcane | +6% |
Offense: Damage Penetration
| Darkness | +13% |
| Acid | +5% |
| Light | +5% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 5.35 |
| Ranged Defense | 5.35 |
| Fatigue | 3 |
| Physical Save | 33.275 |
| Spell Save | 22.975 |
| Mental Save | 26.125 |
Defense: Resistances
| Darkness | + 19%( 70%) |
| Temporal | + 17%( 70%) |
| Lightning | + 6%( 70%) |
| All | 0%( 70%) |
| Mind | + 3%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Pinning Resistance | 26% |
| Stun Resistance | 37% |
| Knockback Resistance | 26% |
Inscriptions (3/3)
| 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 magical, physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Reduces global action speed by 40%. Slow |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
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 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. | 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 | wanderer's pair of hardened leather boots of void walking (0 def, 3 armour) wanderer's pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +19% darkness / +17% temporal Changes resistances penetration: +13% darkness / +13% temporal Physical save: +18 Mental save: +15 Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% A pair of boots made of leather. |
| On hands | Brodekalthorath the Stormdare (0 def, 1 armour) Brodekalthorath the Stormdare (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +2 Str Changes resistances: +3% nature Stun/Freeze immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Mental save: +5 A pointy cloth hat, very wizardly... |
| Tool | Xygassra [power 197] (4 cooldown) Xygassra [power 197] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +6% arcane Talent granted: +1 Ward Spell save: +6 Maximum vim: +50.00 Spellpower: +8 It can be used to fire a blast of psionic energies in a beam (dam 98-197), placing all other charms into a 4 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Zanynarigund' steel ring 'Zanynarigund'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 mind Changes resistances: +3% mind Changes resistances penetration: +5% acid Stun/Freeze immunity: +22% Life regen: +1.40 Rings can have magical properties. |
| On fingers | Sootenvy the steel ring Sootenvy the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Damage when the wearer is hit: 4 mind / 4 darkness Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +26% Psi each turn: +0.20 Maximum life: +24.00 Rings can have magical properties. |
| Main armor | woollen robe 'Kindlebrawn' (3 def, 3 armour) woollen robe 'Kindlebrawn' (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 Changes resistances: +6% lightning Changes resistances penetration: +5% light Physical save: +17 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | magewarrior's short elven-wood vilestaff (33-39.6 power, 5 apr, blight damage) magewarrior's short elven-wood vilestaff (33-39.6 power, 5 apr, blight damage)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 33.0 - 39.6 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Physical crit. chance: +7.0% Physical power: +9 Damage when the wearer hits(melee): 16 silence Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +19 Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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. |
Inventory
rogue's steel ring of arcana(+0.16/turn) rogue's steel ring of arcana(+0.16/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Silence immunity: +27% Mana each turn: +0.16 Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Damage when this weapon hits: +10 draining blight / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 infective blight When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
elm vilestaff (10-12 power, 2 apr, fire damage) elm vilestaff (10-12 power, 2 apr, fire damage)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of channeling (20-24 power, 4 apr, darkness damage) yew vilestaff of channeling (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.17 Spellpower: +19 Spell crit. chance: +3% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Arcusher (1 def, 0 armour) Arcusher (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun / +2 Dex Changes resistances: +12% fire / +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
linen robe 'Yvubeth' (0 def, 0 armour) linen robe 'Yvubeth' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Con Changes damage: +6% nature Life regen: +2.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Baryzilavor the Bleakpeal (4 def, 4 armour) Baryzilavor the Bleakpeal (4 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +3 Fatigue: +7% Changes stats: +3 Dex / +4 Wil / +4 Cun Damage when the wearer is hit: 8 darkness / 4 arcane Changes resistances penetration: +10% arcane Mental save: +10 Life regen: +2.60 Stamina each turn: +0.80 Movement speed: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 41.5 block)steel shield (6 def, 2 armour, 41.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (13/13, 17-23.8 power, 7 apr)quiver of ash arrows (13/13, 17-23.8 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
71 alchemist agate 71 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
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. |
quiet iron torque of clear mind [power 1] (20 cooldown) quiet iron torque of clear mind [power 1] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Madness Is Hard the Shalore Corruptor level 10
20th Dusk 122nd year of Ascendancy at 10:47 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Madness Is Hard the Shalore Corruptor level 11
21st Dusk 122nd year of Ascendancy at 06:13 see stats
Log
Madness Is Hard shrugs off the effect 'Poison'!
Green mold hits Madness Is Hard for 23 nature damage.
Madness Is Hard hits Green mold for 16 mind, 4 darkness (20 total damage).
Madness Is Hard killed Green mold!
Talent Soul Rot is ready to use.
Resting starts...
Rested for 5 turns (stop reason: hostile spotted to the east (white worm mass)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (white worm mass)).
Madness Is Hard casts Soul Rot.
Madness Is Hard's Soul Rot hits White worm mass for 175 blight damage.
Madness Is Hard's Soul Rot killed White worm mass!
Resting starts...
Rested for 1 turns (stop reason: hostile spotted to the east (white worm mass)).
Madness Is Hard casts Drain.
Madness Is Hard's Drain hits White worm mass for 165 blight damage.
Madness Is Hard's Drain killed White worm mass!
Madness Is Hard slows down.
Skeleton master archer's Crippling Shot hits Madness Is Hard for 117 physical, 5 acid (122 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Madness Is Hard is pinned to the ground.
Skeleton master archer's Pinning Shot hits Madness Is Hard for 106 physical, 5 acid (111 total damage).
Talent Soul Rot is ready to use.
Saving game...
