Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 11 / 97% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 28 (base 23) |
| Constitution | 16 (base 11) |
| Magic | 23 (base 16) |
| Willpower | 13 (base 10) |
| Cunning | 33 (base 30) |
Resources
| Life | 288/288 |
| Mana | 175/175 |
| Stamina | 78/78 |
| Positive | 0/80 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | +3.0165363095713% |
| Attack | 0% |
| Movement | +25% |
| Spell | +3.0165363095713% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 7 |
| See Invisible | 10 |
| Stealth | 23.645982221732 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 35 |
| Crit Chance | 22% |
| APR | 7 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 35 |
| Crit Chance | 22% |
| APR | 7 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 29.606201116089 |
| Crit Chance | 13% |
| Speed | 0.97071794085072 |
Offense: Mind
| Mindpower | 21.15 |
| Crit Chance | 13% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 29.054937742472 |
| Ranged Defense | 30.054937742472 |
| Fatigue | 1 |
| Physical Save | 17.8 |
| Spell Save | 12.6 |
| Mental Save | 21.05 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Disarm Resistance | 20% |
| Knockback Resistance | 23% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 50.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 28. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 215 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 121.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Effects
| talent | Stealth |
| talent | Shadow Feed |
| talent | Shadow Combat |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | 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 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 the fox. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
| On feet | grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | clarifying linen wizard hat of light (+15%) (1 def, 0 armour) clarifying linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun Changes resistances: +15% light Changes damage: +10% light Mental save: +6 A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe of predation (dig speed 28 turns) iron pickaxe of predation (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of arcana(+0.10/turn) marksman's copper ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
| On fingers | titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 53 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | arcing dwarven-steel dagger of daylight (20.5-26.65 power, 7 apr) arcing dwarven-steel dagger of daylight (20.5-26.65 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 light / +6 lightning Damage against: +8% Undead Sharp, short and deadly. |
| On hands | blighted rough leather gloves of magic (+3) (0 def, 1 armour) blighted rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Mag Changes resistances: +5% blight Changes damage: +4% blight / +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | insidious dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr) insidious dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 insidious poison Sharp, short and deadly. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
warrior's steel ring of sensing warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +20% Infravision radius: +4 See stealth: +10 See invisible: +6 Rings can have magical properties. |
spiked reinforced leather armour of fire resistance (4 def, 7 armour) spiked reinforced leather armour of fire resistance (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when hit (Melee): 10 physical Changes resistances: +16% fire A suit of armour made of leather. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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% chance 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 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 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 (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 power out of 272/400. 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. |
2 ametrine 2 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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Shadow of a Life the Shalore Shadowblade level 10
7th Dusk 122nd year of Ascendancy at 06:28 see stats
Level 10 (Roguelike)
Got a character to level 10.By Shadow of a Life the Shalore Shadowblade level 10
4th Flare 122nd year of Ascendancy at 02:01 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Shadow of a Life the Shalore Shadowblade level 7
1st Summertide 122nd year of Ascendancy at 02:23 see stats
Log
Shadow of a Life deactivates Stealth.
Resting starts...
Talent Stealth is ready to use.
Shadow of a Life activates Stealth.
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
You gain 1.09 gold from the transmogrification of insulating rough leather cap of constitution (+3) (0 def, 1 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 1.80 gold from the transmogrification of potent elm starstaff of might (13-15.6 power, 2 apr, physical element).
You gain 0.25 gold from the transmogrification of elm starstaff (10-12 power, 2 apr, darkness element).
You gain 2.37 gold from the transmogrification of steady rough leather sling of fire.
You gain 1.03 gold from the transmogrification of vined mindstar of balance (5-5.5 power, 18 apr, nature damage).
You gain 1.60 gold from the transmogrification of insidious steel mace (15.5-21.7 power, 3 apr).
You gain 2.40 gold from the transmogrification of Ariromidig the Crackleoozer (15-21 power, 3 apr).
You gain 1.26 gold from the transmogrification of arcing iron greatmaul of massacre (26.5-39.75 power, 1 apr).
You gain 2.00 gold from the transmogrification of phase door rune of the duelist (range 7; power 21; dur 3).
You gain 1.13 gold from the transmogrification of sun infusion of the wizard (rad 6; power 48; turns 3; dispells darkness).
There is a Way into the heart of the gloom here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 19th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Saving done.
Today is the 20th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Shadow of a Life deactivates Stealth.
