Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Steamtech UI 1.0.5 Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 7 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Lisewe the skeleton warrior at level 3 on the 76th Pyre 122nd year of Ascendancy at 15:37 3 / 2Killed by Silolle the thief at level 7 on the 2nd Flare 122nd year of Ascendancy at 00:38 |
Primary Stats
| Strength | 32.7526127453 (base 19) |
| Dexterity | 11 (base 10) |
| Constitution | 23.7526127453 (base 11) |
| Magic | 27 (base 27) |
| Willpower | 8 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | -4/293 |
| Positive | 36/38 |
| Stamina | 113/113 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | -36.796929953443% |
| Attack | -36.796929953443% |
| Movement | 0% |
| Spell | -36.796929953443% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 24 |
| Crit Chance | 2% |
| APR | 30 |
| Speed | 1.42 |
Offense: Spell
| Spellpower | 28.5 |
| Crit Chance | 0% |
| Speed | 1.5822016229012 |
Offense: Mind
| Mindpower | 13.8 |
| Crit Chance | 0% |
| Speed | 1.5822016229012 |
Defense: Base
| Armour (hardiness) | 38.62 (59.10447761194%) |
| Defense | 5.35 |
| Ranged Defense | 8.35 |
| Fatigue | 20 |
| Physical Save | 26.796227359174 |
| Spell Save | 23.032812898319 |
| Mental Save | 5.6 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 37%. Cripple |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Daikara) | 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 |
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: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 Ranged Defense: +3 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| On hands | sand iron gauntlets of strength (+3) (0 def, 7 armour) sand iron gauntlets of strength (+3) (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | insulating iron helm of constitution (+3) (0 def, 3 armour) insulating iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
| On fingers | steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings can have magical properties. |
| Main armor | Xanodheletira (2 def, 12 armour) Xanodheletira (2 def, 12 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 Fatigue: +14% Damage when hit (Melee): 11 physical Mana each turn: +0.12 Maximum life: +22.00 Damage Shield penetration: +20% A suit of armour made of mail. |
| In main hand | Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
| 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
voratun mace 'Aerimira' (44.5-62.3 power, 6 apr) voratun mace 'Aerimira' (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 cold When wielded/worn: Changes stats: +1 Cun / +1 Wil Critical mult.: +10.00% See invisible: +6 Blunt and deadly. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour) naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Dex Changes resistances: +5% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of strength (+2) (0 def, 1 armour) storm rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Str Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of fire (+16%) (1 def, 0 armour) linen wizard hat of fire (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
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
Log
Silolle the thief performs a melee critical strike against Dead dead sir Robin!
Silolle the thief tries to evade attacks.
Dead dead sir Robin hits Silolle the thief for 11 blight, 9 physical, 4 light (24 total damage).
Silolle the thief hits Dead dead sir Robin for 8 mind, 4 fire (12 total damage).
Silolle the thief uses Nightshade Trap.
Dead dead sir Robin casts Rune: Heat Beam.
Silolle the thief is on fire!
Dead dead sir Robin rearms.
Dead dead sir Robin casts Wave of Power.
Dead dead sir Robin misses Silolle the thief.
Burning from Dead dead sir Robin hits Silolle the thief for 8 fire damage.
Silolle the thief uses Disarming Trap.
Dead dead sir Robin hits Silolle the thief for 13 blight, 11 physical, 4 light (28 total damage).
Silolle the thief hits Dead dead sir Robin for 43 physical, 8 mind, 4 fire (56 total damage).
Burning from Dead dead sir Robin hits Silolle the thief for 8 fire damage.
Silolle the thief uses Disarm.
Silolle the thief performs a melee critical strike against Dead dead sir Robin!
Dead dead sir Robin is disarmed!
Dead dead sir Robin hits Silolle the thief for 13 blight, 11 physical, 4 light (28 total damage).
Silolle the thief hits Dead dead sir Robin for 75 physical, 8 mind, 4 fire (87 total damage).
Dead dead sir Robin casts Path of the Sun.
Burning from Dead dead sir Robin hits Silolle the thief for 7 fire damage.
Silolle the thief uses Bear Trap.
Silolle the thief performs a melee critical strike against Dead dead sir Robin!
Dead dead sir Robin hits Silolle the thief for 11 blight, 9 physical, 4 light (24 total damage).
Silolle the thief hits Dead dead sir Robin for 79 physical, 8 mind, 4 fire (91 total damage).
Burning from Dead dead sir Robin hits Silolle the thief for 7 fire damage.
Silolle the thief uses Shield Pummel.
