Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Items Vault 1.0.3 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 10 / 92% |
Size | medium |
Lifes / Deaths | Killed by Isathra the bandit lord at level 7 on the 3rd Mirth 122nd year of Ascendancy at 09:02 0 / 6Killed by Betylaith the slumbering giant white rat at level 7 on the 9th Mirth 122nd year of Ascendancy at 00:05 Killed by Ben Cruthdar, the Cursed at level 7 on the 1st Flare 122nd year of Ascendancy at 15:44 Killed by thief at level 9 on the 10th Flare 122nd year of Ascendancy at 21:26 Killed by Silumira the assassin at level 10 on the 6th Dusk 122nd year of Ascendancy at 06:27 Killed by Horned Horror at level 10 on the 7th Dusk 122nd year of Ascendancy at 00:51 |
Primary Stats
Strength | 28 (base 25) |
Dexterity | 12 (base 10) |
Constitution | 11 (base 11) |
Magic | 20 (base 17) |
Willpower | 10 (base 10) |
Cunning | 26 (base 26) |
Resources
Life | -38/239 |
Mana | 114/114 |
Stamina | 53/87 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -45% |
Spell | 0% |
Global | +86.070797642506% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 25 |
Accuracy | 27 |
Crit Chance | 20% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29.485 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 17.4 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Blight | +4% |
Fire | +5% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 20.24 (63%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 20 |
Physical Save | 24.675 |
Spell Save | 20.1 |
Mental Save | 13.3 |
Defense: Resistances
Cold | + 52%( 70%) |
Acid | + 17%( 70%) |
Fire | + 30%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 106 life over 5 turns. Its effects scale with your Dexterity stat. |
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
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Fiery Hands |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | 8% chance to score a secondary blow. Greater Weapon Focus |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is grappled, unable to move, and has its defense and attack reduced by 6. Grappled |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You failed to protect the lone alchemist from death by Rodger. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by rattlesnake. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
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 |
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 |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | Shockdredge (0 def, 1 armour) Shockdredge (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer hits(melee): 2 blight Damage when the wearer is hit: 4 lightning Changes resistances penetration: +5% arcane Spell save: +9 Mana each turn: +0.12 A pair of boots made of leather. |
On hands | rough leather gloves of war-making (0 def, 1 armour) rough leather gloves of war-making (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +1 Critical mult.: +8.00% Spell crit. chance: +6% Mental crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | stabilizing iron helm of strength (+3) (0 def, 3 armour) stabilizing iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Physical save: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
Around waist | stabilizing rough leather belt of burglary stabilizing rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Lck Trap disarming bonus: +5 Stealth bonus: +6 Physical save: +5 Infravision radius: +2 A belt that goes around your waist. |
Main armor | steel mail armour 'Nightgrind' (2 def, 6 armour) steel mail armour 'Nightgrind' (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +19% fire / +34% cold / +3% acid Changes resistances penetration: +10% darkness Changes damage: +9% darkness A suit of armour made of mail. |
In main hand | The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 9.11 cold damage and 8.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly here the roar of a rushing river. |
Cloak | linen cloak of stability (1 def, 0 armour) linen cloak of stability (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Duradar DuradarCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Mag Light radius: +3 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. |
Inventory
pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +2 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kheludir (3 def, 7 armour) Kheludir (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes stats: +3 Wil Changes resistances penetration: +5% mind Maximum hate: +2.00 Maximum psi: +20.00 Mental crit. chance: +1% A suit of armour made of metal plates. |
iron plate armour of resilience (3 def, 7 armour) iron plate armour of resilience (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Maximum life: +24.00 A suit of armour made of metal plates. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 40 turns) miner's iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
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. |
Achievements
By Rodger the Cornac Arcane Blade level 8
1st Flare 122nd year of Ascendancy at 17:14 see stats
By Rodger the Cornac Arcane Blade level 10
3rd Dusk 122nd year of Ascendancy at 15:22 see stats
By Rodger the Cornac Arcane Blade level 10
6th Dusk 122nd year of Ascendancy at 06:27 see stats
Log
Resting starts...
Rested for 24 turns (stop reason: all resources and life at maximum).
Rodger is grappled!
Rodger slows down.
Horned Horror hits Rodger for 18 nature damage.
Rodger uses Greater Weapon Focus.
Rodger uses Dirty Fighting.
Rodger performs a critical strike!
Rodger is silenced and cannot use Lightning.
Horned Horror shrugs off the effect 'Stunned'!
Horned Horror resists the stun and Rodger quickly gets back on feet!
Rodger hits Horned Horror for 17 physical, 16 cold, 2 blight, 16 fire damage (total 49.12).
Rodger uses Infusion: Wild.
Rodger has escaped the strangle hold.
Rodger is cured!
Rodger lessens the pain.
Horned Horror throws a finishing uppercut.
Rodger is stunned!
Rodger hits Horned Horror for 27 physical, 16 cold, 2 blight, 16 fire, 4 lightning, 15 blight damage (total 77.38).
Horned Horror hits Rodger for 80 physical, 19 lightning damage (total 98.01).
Rodger focuses and gains an extra blow!
Rodger hits Horned Horror for 8 physical, 4 cold, 1 blight, 4 fire, 8 physical, 4 cold, 1 blight, 4 fire damage (total 31.17).
Horned Horror casts Rune: Lightning.
Saving done.
Saving done.
Saving game...