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 | Cornac |
| Class | Adventurer |
| Level / Exp | 7 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Seriee at level 7 on the 3rd Summertide 122nd year of Ascendancy at 15:35 / 1 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 19 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 21 (base 12) |
| Willpower | 26 (base 12) |
| Cunning | 21 (base 12) |
Resources
| Life | -15/208 |
| Mana | 216/216 |
| Psi | 116/116 |
| Healing Factor | 1 |
| Regeneration | 1.95 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 23 |
| Crit Chance | 6% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.3 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 5.15 |
| Ranged Defense | 5.15 |
| Fatigue | 0 |
| Physical Save | 15.4 |
| Spell Save | 25.725 |
| Mental Save | 22.725 |
Defense: Resistances
| All | 0%( 70%) |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Generic Talents
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 35%) Suffocating |
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. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Psionic focus | agate 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 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Main armor | spellwoven woollen robe of alchemy (0 def, 0 armour) spellwoven woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +13% acid / +12% physical / +12% cold / +13% fire Changes damage: +9% acid / +7% physical / +8% cold / +7% fire Talent cooldown: Refit Golem (-4 turns) Spell save: +15 Spellpower: +3 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On hands | radiant drakeskin leather gloves (0 def, 3 armour) radiant drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 12 light Changes resistances: +9% light Changes damage: +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | brass lantern 'Ravenworth' brass lantern 'Ravenworth'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 Changes stats: +1 Str / +1 Con Changes resistances: +6% blight / +6% darkness Life regen: +1.70 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. |
| Cloak | Belywyn the cashmere cloak (2 def, 0 armour) Belywyn the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 Armour penetration: +11 Defense: +2 Damage when hit (Melee): 8 arcane Changes stats: +5 Wil Critical mult.: +21.00% Stealth bonus: +11 Mental save: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Shockburst (25-40 power, 2 apr) Shockburst (25-40 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to daze Damage (Melee): +8 acid Burst (radius 1) on hit: +8 lightning / +8 temporal When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +5 Str / +3 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +13% lightning Changes damage: +3% lightning Massive two-handed swords. |
Inventory
wild infusion of the warrior (resist 24%; cure mental) wild infusion of the warrior (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 6 turns. Its effects scale with your Strength 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. |
acid wave rune (125 acid damage; dur 5; apply 21) acid wave rune (125 acid damage; dur 5; apply 21)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: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 125.35 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. 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. |
manasurge rune (739% regen over 10 turns; 36 instant mana) manasurge rune (739% regen over 10 turns; 36 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: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 739% over 10 turns and instantly restoring 36 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. |
Scaldwarden the voratun battleaxe (55.5-83.25 power, 4 apr) Scaldwarden the voratun battleaxe (55.5-83.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 35% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +27 lightning / +17 blight / +42 cold When wielded/worn: Changes stats: +5 Mag Changes resistances: +3% fire Changes damage: +9% fire Mana when firing critical spell: +2.00 Spell crit. chance: +1% Massive two-handed battleaxes. |
Unlightburst the steel battleaxe (20-30 power, 2 apr) Unlightburst the steel battleaxe (20-30 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +4 temporal / +10 light Damage against: +19% Undead When wielded/worn: Changes resistances: +3% temporal Massive two-handed battleaxes. |
arcing steel battleaxe (24-36 power, 2 apr) arcing steel battleaxe (24-36 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Massive two-handed battleaxes. |
quick steel longsword of ruin (15.5-21.7 power, 3 apr) quick steel longsword of ruin (15.5-21.7 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +7 Armour penetration: +9 Physical crit. chance: +7.0% Changes stats: +3 Dex Critical mult.: +12.00% Sharp, long, and deadly. |
Sparkjustice the iron mace (11-15.4 power, 2 apr) Sparkjustice the iron mace (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature / +6 temporal When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 lightning Changes resistances penetration: +5% lightning Blunt and deadly. |
steel mace 'Gunuruista' (19-26.6 power, 3 apr) steel mace 'Gunuruista' (19-26.6 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 111% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +6 mind When wielded/worn: Accuracy: +7 Changes stats: +3 Dex / +2 Wil / +1 Cun Changes resistances: +6% blight Changes damage: +3% blight Reduces incoming crit damage: 5.00% See invisible: +6 Blunt and deadly. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
insidious steel waraxe (11-15.4 power, 3 apr) insidious steel waraxe (11-15.4 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 insidious poison One-handed war axes. |
prismatic voratun mail armour of cold resistance (5 def, 10 armour) prismatic voratun mail armour of cold resistance (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes resistances: +27% cold / +17% light / +15% darkness A suit of armour made of mail. |
gloomy voratun shield of temporal resistance (+20%) (12 def, 3 armour, 196 block) gloomy voratun shield of temporal resistance (+20%) (12 def, 3 armour, 196 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Effects on melee hit: * 9% chance to cause random insanity Effects when hit in melee: * 24% chance to cause random insanity * 35% chance to gain 10% of a turn Changes resistances: +20% temporal Talent granted: +5 Block Handheld deflection devices. |
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. |
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. |
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. |
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% When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 When used as an alchemist bomb: Bomb thrown range +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 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
Log
Ran for 5 turns (stop reason: didn't move).
Saving done.
You don't see how to get there...
Ran for 2 turns (stop reason: didn't move).
Ran for 7 turns (stop reason: didn't move).
You feel a surge of power as a powerful creature falls nearby.
Ran for 8 turns (stop reason: didn't move).
Ran for 4 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Seriee picks up (o.): brass lantern 'Ravenworth'.
You don't see how to get there...
Seriee wears(replacing): brass lantern 'Ravenworth'.
Seriee deactivates Beyond the Flesh.
Seriee activates Beyond the Flesh.
Seriee starts suffocating to death!
Seriee is suffocating.
Saving game...
