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 | Thalore |
| Class | Sun Paladin |
| Level / Exp | 8 / 62% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 23 (base 15) |
| Dexterity | 19 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 28 (base 14) |
| Willpower | 17 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 239/239 |
| Healing Factor | 1 |
| Regeneration | 6.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.1 |
| Crit Chance | 9% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 14.15 |
| Ranged Defense | 18.15 |
| Fatigue | 13 |
| Physical Save | 14.7 |
| Spell Save | 15.75 |
| Mental Save | 12.25 |
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
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
| Main armor | cured leather armour of the hero (2 def, 4 armour) cured leather armour of the hero (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun A suit of armour made of leather. |
| On head | Galechik the Smolderfame (3 def, 0 armour) Galechik the Smolderfame (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +10 Mag / +3 Cun / +8 Con Changes resistances: +20% mind / +3% fire Changes resistances penetration: +10% mind / +10% fire Changes damage: +17% arcane / +26% mind Life regen: +6.00 Equilibrium when hit: +0.16 Mental crit. chance: +6% Damage Shield Power: +15% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| In off hand | iron shield (4 def, 2 armour, 8.5 dam, 20.5 block) iron shield (4 def, 2 armour, 8.5 dam, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
| Cloak | shadow cashmere cloak (2 def, 0 armour) shadow cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | 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. |
Inventory
thunderous stralite mace of nature (35.5-49.7 power, 5 apr) thunderous stralite mace of nature (35.5-49.7 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to daze When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +7% all Changes resistances penetration: +13% nature / +13% lightning Blunt and deadly. |
void walker's elven-wood magestaff of might (25-30 power, 5 apr, fire element) void walker's elven-wood magestaff of might (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +13% cold / +13% temporal Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +17% Defense after a teleport: +29 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% Reduces paradox failures(equivalent to willpower): +44 Staves designed for wielders of magic, by the greats of the art. |
catburglar's hardened leather cap of the bounder (0 def, 3 armour) catburglar's hardened leather cap of the bounder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Str / +15 Dex Changes resistances: +19% darkness Infravision radius: +5 A cap made of leather. |
stralite mail armour 'Lightsaw' (4 def, 8 armour) stralite mail armour 'Lightsaw' (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +8 Defense: +4 Fatigue: +16% Effects on melee hit: * 30% chance to blind Changes resistances: +27% lightning / +4% physical / +3% cold Changes damage: +15% light Spell save: +9 Only die when reaching: -60.00 life Maximum stamina: +5.00 A suit of armour made of mail. |
radiant drakeskin leather armour (5 def, 8 armour) radiant drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Light radius: +2 A suit of armour made of leather. |
Arigosus (9 def, 36 armour) Arigosus (9 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 Fatigue: +26% Changes stats: +9 Cun / +9 Wil Changes resistances: +5% arcane / +6% mind Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Mental save: +25 Life regen: +4.00 Maximum life: +97.00 Maximum psi: +10.00 Mindpower: +10 Mental crit. chance: +2% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of metal plates. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 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. |
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. |
Achievements
Log
Welcome to level 8 [Seliee].
Seliee has 20 stat point(s), 12 class talent point(s), 9 generic talent point(s) to spend. Press p to use them.
Seliee picks up (e.): void walker's elven-wood magestaff of might (25-30 power, 5 apr, fire element).
Seliee picks up (l.): sapphire.
Seliee picks up (d.): thunderous stralite mace of nature (35.5-49.7 power, 5 apr).
Seliee picks up (h.): Galechik the Smolderfame (3 def, 0 armour).
Seliee picks up (l.): radiant drakeskin leather armour (5 def, 8 armour).
Seliee picks up (a.): blazebringer's iron dagger of rage (10-13 power, 5 apr).
Seliee picks up (g.): mossy mindstar of sand (2.5-2.75 power, 12 apr, nature damage).
Seliee wears: Galechik the Smolderfame (3 def, 0 armour).
Seliee wears(replacing): cured leather armour of the hero (2 def, 4 armour).
You gain 1.00 gold from the transmogrification of iron mail armour (2 def, 4 armour).
Seliee wears: shadow cashmere cloak (2 def, 0 armour).
Seliee can not wear: void walker's elven-wood magestaff of might (25-30 power, 5 apr, fire element) (not enough stat).
You gain 5.62 gold from the transmogrification of blazebringer's iron dagger of rage (10-13 power, 5 apr).
You gain 6.35 gold from the transmogrification of blazebringer's steel dagger of ruin (12-15.6 power, 6 apr).
You gain 3.69 gold from the transmogrification of dwarven-steel dagger of shearing (19-24.7 power, 7 apr).
You gain 0.25 gold from the transmogrification of iron greatsword (17.5-28 power, 1 apr).
You gain 9.45 gold from the transmogrification of hateful pulsing mindstar of persecution (14-15.4 power, 32 apr, nature damage).
You gain 2.76 gold from the transmogrification of mossy mindstar of sand (2.5-2.75 power, 12 apr, nature damage).
You gain 0.25 gold from the transmogrification of iron mace (13-18.2 power, 2 apr).
Ran for 4 turns (stop reason: interesting character).
