Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 10 / 42% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 37 (base 16) |
| Constitution | 32 (base 12) |
| Magic | 64 (base 34) |
| Willpower | 46 (base 12) |
| Cunning | 39 (base 12) |
Resources
| Mana | 389/389 |
| Psi | 126/126 |
| Life | 273/273 |
| Positive | 28/67 |
| Stamina | 192/192 |
| Healing Factor | 1.29 |
| Regeneration | 1.8705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 35 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55.6 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.266666666667 |
| Crit Chance | 9% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 18 (38%) |
| Defense | 14.45 |
| Ranged Defense | 14.45 |
| Fatigue | 6 |
| Physical Save | 22.7 |
| Spell Save | 32.25 |
| Mental Save | 24.875 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Knockback Resistance | 0% |
| Blind Resistance | 62% |
Inscriptions (2/3)
| 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. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| 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. |
Class Talents
| Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Weapon of Light |
| talent | Skate |
| talent | Arcane Combat |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Beyond the Flesh |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Tool | Glintenvy (dig speed 30 turns) Glintenvy (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Mag / +3 Wil Changes resistances: +3% mind Changes damage: +9% light Spell save: +6 Maximum mana: +74.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Psionic focus | diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Around waist | Elorelle the Starblast Elorelle the StarblastInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Life regen: +1.20 Maximum hate: +6.00 Mindpower: +16 Light radius: +1 Healing mod.: +14% A belt that goes around your waist. |
| Main armor | Hanylar the Lightcut (5 def, 0 armour) Hanylar the Lightcut (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +6 Cun / +1 Wil Changes resistances: +17% acid / +49% physical / +18% fire / +17% cold Changes resistances penetration: +15% light Changes damage: +13% acid / +30% physical / +18% light / +12% cold / +12% fire / +15% darkness Talent cooldown: Refit Golem (-5 turns) Mana each turn: +0.20 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower: +9 Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On feet | Sunwasp (0 def, 1 armour) Sunwasp (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% nature / +3% blight Changes damage: +3% light Spellpower: +4 A pair of boots made of leather. |
| Light source | Blazespitter BlazespitterCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +3% fire Changes resistances penetration: +5% acid Light radius: +5 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 | Bleakbutcher (0 def, 11 armour) Bleakbutcher (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +2% physical / +25% cold / +12% fire Changes damage: +3% mind Allows you to breathe in: water Only die when reaching: -20.00 life Maximum stamina: +15.00 Infravision radius: +3 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | earthen dragonbone starstaff of wizardry (30-36 power, 6 apr, light element) earthen dragonbone starstaff of wizardry (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +8% Changes stats: +4 Mag / +4 Wil Changes damage: +30% light Talent granted: +1 Command Staff Physical save: +3 Maximum mana: +71.00 Spellpower: +22 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Inventory
heroism infusion of the sneak (+10 for 10 turns, die at -698) heroism infusion of the sneak (+10 for 10 turns, die at -698)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 10 turns. While Heroism is active, you will only die when reaching -698 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
invisibility rune (power 11 for 4 turns) invisibility rune (power 11 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 11) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
vision rune of the titan (radius 14; dur 22; see horror) vision rune of the titan (radius 14; dur 22; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 22) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any horror around. Its effects scale with your Constitution stat. 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. |
swiftstrike dragonbone longbow of nature swiftstrike dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +30 nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +11% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. cured leather slingcured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
dragonbone vilestaff of invocation (30-36 power, 6 apr, darkness element) dragonbone vilestaff of invocation (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +23 Spell crit. chance: +5% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
dreamer's elven-silk robe (5 def, 0 armour) dreamer's elven-silk robe (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +22% mind / +16% darkness Physical save: +14 Spell save: +16 Mental save: +26 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miasmic drakeskin leather armour of spell shielding (5 def, 8 armour) miasmic drakeskin leather armour of spell shielding (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +13 Armour: +8 Defense: +5 Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 8 acid Changes resistances: +17% acid / +14% nature / +9% arcane Spell save: +22 A suit of armour made of leather. |
Radiancestoker the iron plate armour (3 def, 7 armour) Radiancestoker the iron plate armour (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% Effects on melee hit: * 40% chance to corrode armor Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +7% physical / +7% cold / +7% lightning / +7% fire Changes resistances penetration: +10% acid Changes damage: +9% blight / +6% light Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +24% Knockback immunity: +24% Light radius: +1 A suit of armour made of metal plates. |
Bleakrain (19/19, 24-33.6 power, 7 apr) Bleakrain (19/19, 24-33.6 power, 7 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 24.0 - 33.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 On weapon hit: * 40% chance to inflict damage reduction * 25% chance to put talents on cooldown Damage (Ranged): +22 insidious poison / +13 fire / +4 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +7 fire Arrows are used with bows to pierce your foes to death. |
58 alchemist agate 58 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. |
aquamarine 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 When used as an alchemist bomb: Mana regain 20 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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life 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, 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. |
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. |
Yvynne the Lightningschism [power 281] (6 cooldown) Yvynne the Lightningschism [power 281] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances penetration: +20% lightning Changes damage: +3% mind Talents granted: +4 Volcano +10 Strike Spell save: +10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 It can be used to creates a wall of flames lasting for 4 turns (dam 281 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Sellye the Shalore Adventurer level 10
9th Flare 122nd year of Ascendancy at 07:04 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Sellye the Shalore Adventurer level 10
3rd Dusk 122nd year of Ascendancy at 15:16 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (brown bear)).
The shield around Sellye crumbles.
Talent Earthen Missiles is ready to use.
Sellye hits Brown bear for 50 physical, 129 light (180 total damage).
Brown bear misses Sellye.
You collect a new ingredient: bear paw.
Sellye hits Brown bear for 45 physical, 129 light (175 total damage).
Sellye killed Brown bear!
Sellye hits Forest troll for 46 physical, 129 light (176 total damage).
Forest troll misses Sellye.
Sellye performs a melee critical strike against Forest troll!
You collect a new ingredient: length of troll intestine.
Sellye hits Forest troll for 81 physical damage.
Sellye killed Forest troll!
Sellye picks up (e.): cured leather sling.
Resting starts...
Talent Rune: Shielding is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: hostile spotted to the east (giant venus flytrap)).
