Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Rare item Egos update 1.0.4 Items Vault 1.0.3 Arcanum Class Pack 1.0.4 Extra Dungeons 1.0.4 Druid Class 1.0.4 Hireable Companions 1.0.4 Turtle race 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | EarthTurtle |
| Class | Druid |
| Level / Exp | 7 / 28% |
| Size | big |
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 7 on the 15th Dusk 122nd year of Ascendancy at 13:03 / 1 |
Primary Stats
| Strength | 16 (base 17) |
| Dexterity | 11 (base 11) |
| Constitution | 22 (base 10) |
| Magic | 36 (base 20) |
| Willpower | 22 (base 22) |
| Cunning | 13 (base 10) |
Resources
| Life | -1/301 |
| Equilibrium | 52 |
| Healing Factor | 1.1144549275141 |
| Regeneration | 20.869654733774 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -21.680952414054% |
| Spell | 0% |
| Global | +50% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 22 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.3 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +1% |
| Light | -6% |
| All | -21% |
Defense: Base
| Armour (hardiness) | -0.4 (43%) |
| Defense | 10.35 |
| Ranged Defense | 10.35 |
| Fatigue | 4 |
| Physical Save | 21.15 |
| Spell Save | 20.15 |
| Mental Save | 12.25 |
Defense: Resistances
| Acid | 28%( 70%) |
| Light | 17%( 70%) |
| Lightning | 31%( 70%) |
| Fire | 28%( 70%) |
| All | 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 21% |
| Poison Resistance | 30% |
| Stun Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 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
| Wild-gift / Woodland | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Winds | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Minerals | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Seas | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Land | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Weather | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Seasons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Staff combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Gaias-embrace | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Earthturtle | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Song of Spring |
| talent | Pure Spring |
| talent | Zephyr |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The gloom reduces damage the target inflicts by 21%. Gloom Weakness |
| detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 6.00 acid damage per turn, reducing armour by 6 and attack by 6. Acid Splash |
Quests
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
Various alchemists around Maj&WHITESLATE039;Needed: one sandworm tooth. Yes, sandworms have teeth. They&039;re ever likely to see them and live.&WHITESLATE039;Needed: one length of troll intestine. Kindly empty it before returning.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one ice ant stinger. If you&039; The Brotherhood of Alchemists* &039;ve gotten it, cross some moving water on your way back.&WHITESLATE039;Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.& | 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 within6 lumberjacks have died. | active |
Equipment
| Quiver | 80 alchemist agate 80 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
| On fingers | copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| On fingers | steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +24% Life regen: +0.90 Rings can have magical properties. |
| Around neck | inertial copper amulet of dexterity (+2) inertial copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Pinning immunity: +21% Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | ash starstaff of might (15-18 power, 3 apr, light damage) ash starstaff of might (15-18 power, 3 apr, light damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On feet | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
| Light source | guard& guard&Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 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. |
| On head | Glittermonster the rough leather cap (0 def, 1 armour) Glittermonster the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Mag Damage when the wearer hits(melee): 2 arcane Changes resistances: +3% light A cap made of leather. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 38/50) : Effective talent level: 2.0 Power cost: 18 out of 38/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.44 to 94.32 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor& |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
41 alchemist ametrine 41 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Additional 1 lite damage When used in a prism: Additional 1 lite damage Gems can be sold for money or used in arcane rituals. |
Achievements
The Arena
Unlocked Arena mode.By Gaia the EarthTurtle Druid level 5
3rd Mirth 122nd year of Ascendancy at 16:02 see stats
Log
Talent Infusion: Regeneration is ready to use.
Ben Cruthdar, the Cursed shrugs off the effect &039;!
Ben Cruthdar, the Cursed hits Gaia for 6 acid damage.
Ben Cruthdar, the Cursed hits Gaia for 30 physical, 6 acid damage (total 35.20).
Gaia is no longer dominated.
Ben Cruthdar, the Cursed shrugs off the effect &039;!
Ben Cruthdar, the Cursed hits Gaia for 6 acid damage.
Gaia uses Infusion: Regeneration.
Gaia starts regenerating health quickly.
Ben Cruthdar, the Cursed hits Gaia for 29 physical, 6 acid damage (total 34.05).
Ben Cruthdar, the Cursed hits Gaia for 6 acid damage.
Ben Cruthdar, the Cursed misses Gaia.
Ben Cruthdar, the Cursed hits Gaia for 6 acid damage.
Gaia uses Infusion: Wild.
Gaia no longer has a cursed wound.
Gaia is cured!
Gaia lessens the pain.
Gaia casts Prism-Light.
Ben Cruthdar, the Cursed has been illuminated.
Gaia hits Ben Cruthdar, the Cursed for 54 light damage.
Gaia is lost in despair!
Ben Cruthdar, the Cursed hits Gaia for 35 physical, 5 acid damage (total 38.75).
Ben Cruthdar, the Cursed hits Gaia for 5 acid damage.
Gaia is weakened by the gloom.
Ben Cruthdar, the Cursed uses Slash.
Saving done.
Saving done.
Saving game...
