Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Spellsword 1.0.4 Stone Wardens DLC Class 1.0.3 Misc objects Addon 1.0.4 Adjustable Exp 1.0.4 Ignore Race/Class Locks 1.0.4 Arcanum Class Pack 1.0.4 Extra Dungeons 1.0.4 Druid Class 1.0.4 Elemental Woes 1.0.4 Items Vault 1.0.3 Midnight 1.0.4 Training fix for staff combat and mindstar mastery 1.0.4 Equipment Tweaks 1.0.4 Marauder Improvements 1.0.4 Wights 1.0.4 Trolls 1.0.4 Necromancy+ 1.0.4 Shadow Race 1.0.1 Conveyance Reward 1.0.4 Werebeast Class 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Shalore |
Class | Moon Paladin |
Level / Exp | 8 / 20% |
Size | medium |
Lifes / Deaths | Killed by naga nereid at level 1 on the 75th Pyre 122nd year of Ascendancy at 12:11 / 5Killed by naga nereid at level 1 on the 76th Pyre 122nd year of Ascendancy at 06:28 Killed by naga nereid at level 3 on the 78th Pyre 122nd year of Ascendancy at 00:27 Killed by The Shade at level 6 on the 2nd Mirth 122nd year of Ascendancy at 17:35 Killed by red crystal at level 8 on the 7th Mirth 122nd year of Ascendancy at 20:06 |
Primary Stats
Strength | 15 (base 13) |
Dexterity | 20 (base 19) |
Constitution | 13 (base 10) |
Magic | 26 (base 21) |
Willpower | 17 (base 10) |
Cunning | 18 (base 17) |
Resources
Life | 189/189 |
Positive | 15/71 |
Negative | 8/71 |
Healing Factor | 1.2 |
Regeneration | 0.48 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 11 |
Accuracy | 32 |
Crit Chance | 4% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 32 |
Crit Chance | 6% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26.5 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 19.1 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Physical | +4% |
Darkness | +6% |
Nature | +6% |
Defense: Base
Armour (hardiness) | 7 (60%) |
Defense | 13.5 |
Ranged Defense | 13.5 |
Fatigue | 0 |
Physical Save | 21.4 |
Spell Save | 15.05 |
Mental Save | 12.25 |
Defense: Resistances
All | 0%( 70%) |
Light | 0%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
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
Celestial / Moon magic | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Lunar combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guidance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sigils | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.31 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Night | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
Equipment
Tool | supercharged ash wand of conjuration [power 187] (8 cooldown) supercharged ash wand of conjuration [power 187] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 94-187), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
In main hand | feathered elm shortstaff of might (6-7.2 power, 1 apr, darkness damage) feathered elm shortstaff of might (6-7.2 power, 1 apr, darkness damage)Requires: - Magic 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / staff ; tier 1 Base power: 6.0 - 7.2 Uses stat: 90% Mag Damage type: Darkness Armour Penetration: +1 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +4 Fatigue: -4% Changes damage: +6% darkness Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +6% Shortstaves are lighter, smaller and less powerful than traditional staves. Their reduced dimensions makes it possible to wield them using just one hand. |
Main armor | Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
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. |
Cloak | enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 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. |
In off hand | iron dagger of corruption (5-6.5 power, 5 apr) iron dagger of corruption (5-6.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +5 blight / +4 darkness Sharp, short and deadly. |
Inventory
sun infusion of the sneak (rad 6; power 42; turns 4; dispells darkness) sun infusion of the sneak (rad 6; power 42; turns 4; dispells 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: 12 Travel Speed: instantaneous Usage Speed: 1 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 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 42) for 4 turns. 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. |
Kor's Fall (10-12 power, 0 apr, darkness damage) Kor's Fall (10-12 power, 0 apr, darkness damage)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% darkness / +10% blight / +10% fire Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. |
cruel elm magestaff of illumination (10-12 power, 2 apr, arcane damage) cruel elm magestaff of illumination (10-12 power, 2 apr, arcane damage)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +5 Damage when the wearer hits(melee): 5 blinding light Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 60.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm magestaff of fate (10-12 power, 2 apr, fire damage)shimmering elm magestaff of fate (10-12 power, 2 apr, fire damage) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +6 Spell save: +5 Mental save: +6 Mana each turn: +0.11 Maximum mana: +30.00 Spellpower: +3 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
coral trident of crippling (8-12.8 power, 6 apr) coral trident of crippling (8-12.8 power, 6 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 8.0 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming coral trident of massacre (14.5-23.2 power, 6 apr) flaming coral trident of massacre (14.5-23.2 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +6 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Bregesadan (4.5-4.95 power, 2 apr) Bregesadan (4.5-4.95 power, 2 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 4.5 - 5.0 Uses stat: 90% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 80% When wielded/worn: Changes resistances: +6% light / +6% cold Mental save: +3 Teleport immunity: +5% Defense after a teleport: +5 Sharp, long and deadly. |
arcing cured leather whip (9-9.9 power, 3 apr) arcing cured leather whip (9-9.9 power, 3 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 9.0 - 9.9 Uses stat: 90% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 80% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +8 lightning Sharp, long and deadly. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
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 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 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
nightwalker's brass lantern of the zealot nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 Changes stats: +3 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +6 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. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
iron torque of kinetic psionic shield [power 25] (20 cooldown) iron torque of kinetic psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick elm totem of cure poisons [power 1] (16 cooldown) quick elm totem of cure poisons [power 1] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
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 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By MoonPallyElf the Shalore Moon Paladin level 3
79th Pyre 122nd year of Ascendancy at 04:46 see stats
By MoonPallyElf the Shalore Moon Paladin level 8
4th Mirth 122nd year of Ascendancy at 06:58 see stats
Log
Red crystal hits MoonPallyElf for 12 fire damage.
MoonPallyElf casts Rune: Shielding.
A shield forms around MoonPallyElf.
MoonPallyElf casts Restful Night.
MoonPallyElf stops burning.
Ran for 4 turns (stop reason: hostile spotted to the northeast (white crystal)).
White crystal casts Phase Door.
MoonPallyElf resists the punch!
The shield around MoonPallyElf crumbles.
Giant crystal rat hits MoonPallyElf for 0 physical damage.
Red crystal casts Flame.
Red crystal hits MoonPallyElf for 34 fire damage.
Red crystal killed MoonPallyElf!
MoonPallyElf the level 8 shalore moon paladin was flamed to death by a red crystal on level 1 of Scintillating Caves.
MoonPallyElf deactivates Chant of Fortitude.
MoonPallyElf deactivates Celestial Aegis.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Restful Night is ready to use.