




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Anorithil |
Level / Exp | 3 / 69% |
Size | medium |
Lifes / Deaths | Killed by orc archer at level 3 on the 2nd Dusk 122nd year of Ascendancy at 15:20 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 14 (base 10) |
Magic | 25 (base 25) |
Willpower | 10 (base 10) |
Cunning | 13 (base 13) |
Resources
Life | -120/129 |
Positive | 10/36 |
Negative | 25/36 |
Healing Factor | 1.1826086956522 |
Regeneration | 0.29565217391304 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10.124811249161% |
Spell | +4.3800907214063% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 10 |
Accuracy | 4 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 3% |
Speed | 0.95803710562873 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 69 (90%) |
Defense | 9 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 22 |
Mental Save | 8 |
Defense: Resistances
Acid | + 2%( 70%) |
Lightning | + 2%( 70%) |
Cold | + 2%( 70%) |
Mind | + 4%( 70%) |
Physical | 0%( 70%) |
Fire | + 2%( 70%) |
All | -6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hymn of Shadows |
talent | Chant of Resistance |
detrimental effect | The target is on fire, taking 22.75 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target's skin reacts to damage, granting 69 armour and 60% armour hardiness. Thorny Skin |
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +9 (+9 eff.) Ranged Defense: +9 (+5 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Con Changes resistances: +9% mind / +6% physical Changes damage: +9% physical Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Only die when reaching: -60.00 life Healing mod.: +15% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Light source | ![]() 2.00 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. |
Main armor | ![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
Achievements
Log
Orc archer shoots!
Talent Healing Light is ready to use.
Talent Command Staff is ready to use.
Talent Moonlight Ray is ready to use.
Talent Infusion: Regeneration is ready to use.
Olonne's light area effect hits Orc soldier for 16 light damage.
Orc high pyromancer's cleansing fire area effect hits Olonne for 25 fire damage.
Orc high pyromancer uses Orcish Fury.
Orc high pyromancer enters a state of bloodlust.
Orc archer's Shoot hits Olonne's summoned tentacle for 18 physical, 6 cold (24 total damage).
Olonne casts Moonlight Ray.
You collect a new ingredient: orc heart (1).
Olonne hits Orc warrior for 93 darkness damage.
Olonne hits Orc soldier for 86 darkness damage.
Olonne killed Orc soldier!
Olonne's summoned tentacle hits Orc warrior for 39 physical damage.
Orc archer shoots!
Talent Invoke Tentacle is ready to use.
Orc high pyromancer's cleansing fire area effect hits Olonne for 27 fire damage.
Orc high pyromancer's cleansing fire area effect hits Beteba the orc soldier for 41 fire damage.
Orc high pyromancer casts Blastwave.
Olonne's summoned tentacle is on fire!
Olonne's summoned tentacle resists the punch!
Olonne is on fire!
Olonne is knocked back!
Orc high pyromancer hits Olonne's summoned tentacle for 49 fire damage.
Orc high pyromancer hits Olonne for 54 fire damage.
As Olonne's summoned tentacle falls you notice that Olonne seems to shudder in pain!
Saving game...