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 | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Alchemist |
| Level / Exp | 7 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 23:11 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 17) |
| Magic | 29 (base 25) |
| Willpower | 16 (base 15) |
| Cunning | 10 (base 10) |
Resources
| Life | -13/191 |
| Mana | 156/172 |
| Healing Factor | 1.1 |
| Regeneration | 14.575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 5 |
| Crit Chance | 3% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.2 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Arcane | +4% |
| Blight | +4% |
| Physical | +12% |
| Fire | +15% |
| Nature | +11% |
Defense: Base
| Armour (hardiness) | 5 (33%) |
| Defense | 4.35 |
| Ranged Defense | 4.35 |
| Fatigue | 0 |
| Physical Save | 30.742539954839 |
| Spell Save | 25.342539954839 |
| Mental Save | 13.1 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 30%( 70%) |
| Acid | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Infusion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| beneficial effect | A flow of life spins around the target, regenerating 13.00 life per turn. Regeneration |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| 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 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. |
| On fingers | copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
| On fingers | mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
| Quiver | 68 alchemist zircon 68 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
| Main armor | linen robe of the mountain (+12%) (topaz) (4 def, 0 armour) linen robe of the mountain (+12%) (topaz) (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +4 Changes resistances: +12% physical Changes damage: +12% physical Physical save: +4 Spell save: +4 Mental save: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On hands | rough leather gloves of magic (+3) (0 def, 1 armour) 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 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | stabilizing rough leather cap of strength (+2) (0 def, 1 armour) stabilizing rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +11 A cap made of leather. |
| In main hand | ash magestaff 'Mirevalor' (15-18 power, 3 apr, fire damage) ash magestaff 'Mirevalor' (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Damage when the wearer hits(melee): 6 nature Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Inventory
This item will automatically be transmogrified when you leave the level. AdiminaAdimina Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer is hit: 8 acid Changes resistances: +22% lightning Changes resistances penetration: +10% acid Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of corrosion (+16%) (0 def, 0 armour)mindwoven woollen robe of corrosion (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% acid Changes damage: +11% acid Mental save: +16 Mindpower: +2 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
133 alchemist spinel 133 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 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 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
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. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of accuracy (15/15, 8-9.6 power, 1 apr)pouch of iron shots of accuracy (15/15, 8-9.6 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 8.0 - 9.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. quick elm wand of conjuration [power 67] (4 cooldown)quick elm wand of conjuration [power 67] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 34-67), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% When used as an alchemist bomb: Additional 1 lite damage Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Skeleton warrior hits Galdon for 30 physical damage.
Galdon hits Skeleton warrior for 4 light, 16 blight (20 total damage).
Talent Throw Bomb is ready to use.
Talent Infusion: Regeneration is ready to use.
Galdon casts Throw Bomb.
Skeleton warrior is on fire!
Galdon hits Skeleton warrior for 39 fire damage.
Skeleton warrior uses Stunning Blow.
Galdon is stunned!
Galdon hits Skeleton warrior for 4 light, 16 blight (20 total damage).
Skeleton warrior hits Galdon for 31 physical damage.
Burning from Galdon hits Skeleton warrior for 13 fire damage.
Burning from Galdon hits Skeleton warrior for 4 fire damage.
Galdon hits Skeleton warrior for 1 light, 5 blight (6 total damage).
Skeleton warrior hits Galdon for 29 physical damage.
Burning from Galdon hits Skeleton warrior for 4 fire damage.
Skeleton warrior stops burning.
Skeleton warrior hits Galdon for 36 physical damage.
Galdon hits Skeleton warrior for 1 light, 5 blight (6 total damage).
Skeleton warrior hits Galdon for 29 physical damage.
Galdon hits Skeleton warrior for 1 light, 5 blight (6 total damage).
Galdon is not stunned anymore.
Galdon casts Channel Staff.
Galdon's Channel Staff hits Skeleton warrior for 24 fire damage.
Saving game...
