Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Adventurer |
| Level / Exp | 8 / 53% |
| Size | small |
| Lifes / Deaths | Killed by red crystal at level 8 on the 7th Flare 122nd year of Ascendancy at 02:47 / 1 |
Primary Stats
| Strength | 16 (base 19) |
| Dexterity | 28 (base 22) |
| Constitution | 13 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 12 (base 12) |
| Cunning | 26 (base 19) |
Resources
| Life | -32/215 |
| Mana | 112/112 |
| Stamina | 97/126 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 68 |
| Crit Chance | 11% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 5 |
| Accuracy | 68 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.8 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Fire | +1% |
| Nature | +18% |
Defense: Base
| Armour (hardiness) | 11 (54%) |
| Defense | 18.488028307188 |
| Ranged Defense | 18.488028307188 |
| Fatigue | 7.5 |
| Physical Save | 11.025 |
| Spell Save | 9.275 |
| Mental Save | 18.616018210648 |
Defense: Resistances
| Temporal | + 6%( 70%) |
| Physical | + 10%( 70%) |
| Lightning | + 5%( 70%) |
| All | 0%( 70%) |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 11% for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Mobility | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Fiery Hands |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's combat attack is improved by 100. Attack |
| beneficial effect | The target has 55% chance to evade melee attacks. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +2. | 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 |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed green worm. * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 | miner's pair of iron boots (0 def, 7 armour) miner's pair of iron boots (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A cap made of leather. |
| Tool | Growenvy of thorny skin [power 10] (20 cooldown) Growenvy of thorny skin [power 10] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Dex Damage when the wearer hits(melee): 8 nature Changes damage: +18% nature It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of the mountain (+10%) copper ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. |
| In main hand | Skeletal Claw (13-14.3 power, 8 apr) Skeletal Claw (13-14.3 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 13.0 - 14.3 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Damage when this weapon hits: +15 bleed Burst (radius 2) on crit: +20 bleed Talent on hit(spell): Bone Grab (10% chance level 1). It can be used to activate talent Bone Grab (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 18.61 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
| In off hand | Blazewreath (5-6.5 power, 5 apr) Blazewreath (5-6.5 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +28 light When wielded/worn: Light radius: +3 Sharp, short and deadly. |
| 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. |
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
Inventory
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. iron longsword (6-8.4 power, 2 apr)iron longsword (6-8.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Arylle ArylleRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 Changes stats: +3 Dex / +5 Con Slings are used to hurl stones or metal shots at your foes. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
This item will automatically be transmogrified when you leave the level. brass lanternbrass lantern 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Achievements
The Arena (Nightmare difficulty)
Unlocked Arena mode.By Dervic the Halfling Adventurer level 8
1st Flare 122nd year of Ascendancy at 19:03 see stats
The secret city (Nightmare difficulty)
Discovered the truth about mages.By Dervic the Halfling Adventurer level 8
3rd Flare 122nd year of Ascendancy at 01:10 see stats
Log
Dervic hits crimson crystal for 16 physical damage.
Dervic killed crimson crystal!
Dervic is no longer evading attacks.
Dervic stops burning.
Bethyra the green worm mass uses Multiply.
Bethyra the green worm mass uses Dominate.
Dervic has been dominated!
Green worm mass uses Multiply.
Infusion: Regeneration is still on cooldown for 2 turns.
Dervic uses Perfect Strike.
Dervic aims carefully.
Dervic hits Bethyra the green worm mass for 18 physical, 3 physical, 9 nature, 3 fire, 6 physical, 25 light, 9 nature, 3 fire damage (total 74.40).
Bethyra the green worm mass crawls acid onto Dervic.
Dervic tries to evade attacks.
Bethyra the green worm mass hits Dervic for 79 acid, 5 darkness damage (total 83.21).
Talent Rune: Phase Door is ready to use.
Dervic casts Rune: Phase Door.
Green worm mass uses Multiply.
Talent Infusion: Regeneration is ready to use.
Dervic is no longer dominated.
Red crystal casts Flame.
Saving done.
Saving done.
Saving game...
