Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.46 |
| Addons | Stone Wardens DLC Class 0.9.46 Items Vault 0.9.46 Classic ui fixes 0.9.46 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Corruptor |
| Level / Exp | 9 / 14% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 12) |
| Magic | 40 (base 33) |
| Willpower | 20 (base 13) |
| Cunning | 19 (base 18) |
Resources
| Life | 217/217 |
| Vim | 44/132 |
| Healing Factor | 1.2 |
| Regeneration | 1.2 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 5 |
| Crit Chance | 9% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.8 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Blight | +14% |
| Arcane | +3% |
| Physical | +4% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 4.35 |
| Ranged Defense | 7.35 |
| Fatigue | 4 |
| Physical Save | 20.75 |
| Spell Save | 21.5 |
| Mental Save | 24.825 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Darkness | + 5%( 70%) |
| All | 0%( 70%) |
| Cold | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic 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. You have slain Bill. His treasure is yours for the taking. | done |
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 Alchemists | 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 | scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% Spellpower: +3 A pair of boots made of leather. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Mental save: +6 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. |
| On head | miner's rough leather cap of strength (+3) (0 def, 2 armour) miner's rough leather cap of strength (+3) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Str Infravision radius: +1 A cap made of leather. |
| Tool | 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. |
| On fingers | steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 Confusion immunity: +20% Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | elm vilestaff of fate (10-12 power, 2 apr, blight damage) elm vilestaff of fate (10-12 power, 2 apr, blight damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +3 Spell save: +2 Mental save: +3 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
| On hands | dark rough leather gloves of magic (+3) (0 def, 1 armour) dark 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 Damage when the wearer hits(melee): 5 darkness Changes resistances: +5% darkness Changes damage: +4% darkness / +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rough leather armour of lightning resistance (1 def, 2 armour) rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +16% lightning A suit of armour made of leather. |
| Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of strength (+3) restful steel amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Life regen: +0.60 Amulets can have magical properties. |
Inventory
sneak's sun infusion (rad 5; power 43; turns 3; dispells darkness) sneak's sun infusion (rad 5; power 43; turns 3; dispells darkness)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 43) for 3 turns. Its effects scale with your Cunning stat. 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. |
invigorating pair of iron boots of uncanny dodging (3 def, 3 armour) invigorating pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: -3% Maximum life: +32.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
impenetrable iron mail armour of lightning resistance (2 def, 10 armour) impenetrable iron mail armour of lightning resistance (2 def, 10 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
prismatic iron plate armour of cold resistance (3 def, 7 armour) prismatic iron plate armour of cold resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +16% cold / +11% darkness / +10% light A suit of armour made of metal plates. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
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
The Arena
Unlocked Arena mode.By Vuzfein the Very Vile the Shalore Corruptor level 9
2nd Summertide 122nd year of Ascendancy at 06:27 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
There is a Derth (Town) 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 done.
Saving done.
Saving game...
Today is the 3rd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Ran for 7 turns (stop reason: didn't move).
Today is the 1st Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
Today is the 2nd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Ran for 5 turns (stop reason: didn't move).
Today is the 3rd Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Ran for 5 turns (stop reason: didn't move).
Today is the 4th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 5th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Last Hope (Town) here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
