Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 10 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 6 on the 6th Mirth 122nd year of Ascendancy at 13:28 0 / 5Killed by Veligama the forest troll at level 6 on the 2nd Summertide 122nd year of Ascendancy at 02:59 Killed by Yvynor the cave bear at level 8 on the 7th Flare 122nd year of Ascendancy at 08:55 Killed by Zubyrelle the slumbering war bear at level 10 on the 5th Dusk 122nd year of Ascendancy at 12:11 Killed by Assassin Lord at level 10 on the 54th Dusk 122nd year of Ascendancy at 16:00 |
Primary Stats
| Strength | 33 (base 12) |
| Dexterity | 15 (base 12) |
| Constitution | 34 (base 12) |
| Magic | 36 (base 31) |
| Willpower | 12 (base 12) |
| Cunning | 22 (base 23) |
Resources
| Mana | 113/134 |
| Psi | 82/82 |
| Life | -272/354 |
| Positive | 0/57 |
| Paradox | 1535 |
| Healing Factor | 1.2964705882353 |
| Regeneration | 2.3984705882353 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 23 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 21 |
| Mental Save | 17 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 10% |
| Disarm Resistance | 21% |
| Bleed Resistance | 100% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 55.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
| Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Blurred Mortality |
| talent | Weapon of Light |
| talent | Reality Smearing |
| talent | Thermal Shield |
| talent | Energy Decomposition |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Damage received in the past is returned as 15.50 paradox damage per turn. Reality Smearing |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| Psionic focus | ash magestaff of might (111% power, 3 apr, fire element) ash magestaff of might (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| Light source | 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 of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Isulratha (1 def, 0 armour) Isulratha (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +2% physical / +3% darkness / +6% blight / +16% fire / +9% mind / +3% cold Changes damage: +11% fire A pointy cloth hat, very wizardly... |
| On feet | scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
| Tool | Murkpyre (dig speed 37 turns) Murkpyre (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature / +3% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | copper ring 'Zeragafang' copper ring 'Zeragafang'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +9% nature / +9% fire Stun/Freeze immunity: +21% Knockback immunity: +5% Teleport immunity: +15% Life regen: +0.80 Rings can have magical properties. |
| Around neck | insulating copper amulet of willpower (+2) insulating copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% cold / +10% fire Amulets can have magical properties. |
| In main hand | potent elm magestaff (107% power, 2 apr, fire element) potent elm magestaff (107% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 107% Range: 1.2x 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: +13% fire Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Boriharabers (0 def, 1 armour) Boriharabers (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Fatigue: -2% Changes stats: +2 Dex / +1 Cun Changes resistances: +3% blight / +2% physical Physical save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Blindness immunity: +10% Disarm immunity: +21% Confusion immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Stealth bonus: +6 Life regen: +0.80 Healing mod.: +12% A belt that goes around your waist. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | linen robe of protection (2 def, 3 armour) linen robe of protection (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Physical save: +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 6; power 21; turns 3; dispels darkness)sun infusion (rad 6; power 21; turns 3; dispels 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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. 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. |
3 agate 3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
67 alchemist agate 67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, 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 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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Mujika the Ghoul Adventurer level 10
5th Dusk 122nd year of Ascendancy at 10:59 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Mujika the Ghoul Adventurer level 3
74th Pyre 122nd year of Ascendancy at 11:25 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Mujika the Ghoul Adventurer level 6
6th Mirth 122nd year of Ascendancy at 14:33 see stats
Log
Mujika casts Rune: Shielding.
A shield forms around Mujika.
Something hits Mujika for (2 to psi shield), (3 dissipated), (6 absorbed), 0 physical (0 total damage).
Thermal Aura hits Mujika for (2 to psi shield), (2 dissipated), (5 absorbed), 0 fire (0 total damage).
Something hits Mujika for (15 to psi shield), (18 dissipated), (42 absorbed), 0 physical, (1 to psi shield), (1 dissipated), (2 absorbed), 0 nature, (1 to psi shield), (1 dissipated), (2 absorbed), 0 temporal, (7 to psi shield), (8 dissipated), (20 absorbed), 0 physical, (2 dissipated), (5 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Mujika crumbles.
Something damages himself through Martyrdom!
Mujika converts damage to paradox!
Something hits Something for 16 lightning damage.
Mujika hits Something for 4 lightning damage.
Something hits Something for 152 lightning damage.
Something hits Mujika for (22 dissipated), (53 absorbed), (12 converted), 29 lightning (29 total damage).
Something damages himself through Martyrdom!
Mujika converts damage to paradox!
Thermal Aura hits Mujika for (1 to psi shield), (1 dissipated), (1 converted), 2 fire (2 total damage).
Mujika hits Something for 1 fire damage.
Something damages himself through Martyrdom!
Mujika converts damage to paradox!
Thermal Aura hits Mujika for (2 to psi shield), (2 dissipated), (1 converted), 3 fire (3 total damage).
Mujika hits Something for 1 fire damage.
Something damages himself through Martyrdom!
Mujika converts damage to paradox!
Something hits Mujika for (14 dissipated), (10 converted), 23 darkness, (1 to psi shield), (1 dissipated), (0 converted), 1 nature, (1 to psi shield), (1 dissipated), (0 converted), 1 temporal, (7 dissipated), (5 converted), 11 darkness, (1 dissipated), (1 converted), 2 darkness (39 total damage).
Mujika hits Something for 0 darkness, 0 nature, 0 temporal, 0 darkness, 0 darkness (1 total damage).
Something performs a melee critical strike against Mujika!
Saving game...
