Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 11 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 10 on the 2nd Haze 122nd year of Ascendancy at 06:47 / 7Killed by orc corruptor at level 10 on the 2nd Haze 122nd year of Ascendancy at 07:36 Killed by orc corruptor at level 10 on the 2nd Haze 122nd year of Ascendancy at 08:03 Killed by orc corruptor at level 10 on the 2nd Haze 122nd year of Ascendancy at 08:33 Killed by orc corruptor at level 10 on the 2nd Haze 122nd year of Ascendancy at 08:47 Killed by orc corruptor at level 10 on the 2nd Haze 122nd year of Ascendancy at 09:24 Killed by orc corruptor at level 10 on the 2nd Haze 122nd year of Ascendancy at 10:57 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 39 (base 30) |
| Constitution | 22 (base 21) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 13) |
| Cunning | 17 (base 14) |
Resources
| Life | 297/297 |
| Stamina | 120/120 |
| Healing Factor | 1 |
| Regeneration | 3.6 |
Speed
| Mental | +13.711528679869% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 40 |
| Crit Chance | 0% |
| APR | 12 |
| Speed | 0.70 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16.6 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Light | +6% |
| Physical | +8% |
| Blight | +4% |
| Arcane | +6% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +7% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 29.73 (48.103448275862%) |
| Defense | 24.575 |
| Ranged Defense | 24.575 |
| Fatigue | 14 |
| Physical Save | 22.675 |
| Spell Save | 14.7 |
| Mental Save | 16.85 |
Defense: Resistances
| Cold | + 12%( 70%) |
| Fire | + 33%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
Inscriptions (3/3)
| 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 139 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 176 life. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Rapid Shot |
Quests
You failed to protect the repented thief from death by slumbering giant venus flytrap. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | 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' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed warg claw. * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Flashmalice' (0 def, 3 armour) pair of iron boots 'Flashmalice' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +3 Dex Damage when the wearer is hit: 12 arcane Changes damage: +6% arcane It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Eclipseknave (11/11, 18-25.2 power, 7 apr) Eclipseknave (11/11, 18-25.2 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 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: 11 Damage when this weapon hits(ranged): +5 nature / +8 darkness / +5 temporal Damage conversion: 30% darkness Arrows are used with bows to pierce your foes to death. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | insulating iron helm of dexterity (+3) (0 def, 3 armour) insulating iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Emyrera the Sparkthorn Emyrera the SparkthornInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 4 lightning Changes resistances: +20% fire Changes damage: +6% light / +10% fire Rings can have magical properties. |
| On fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +22% Life regen: +1.10 Rings can have magical properties. |
| Around waist | hardened leather belt 'Armosta' hardened leather belt 'Armosta'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 Defense: +10 Damage when the wearer is hit: 8 mind Changes resistances: +7% fire / +7% cold Changes damage: +3% mind Stealth bonus: +8 Spell save: +7 Mental save: +6 Psi when firing a critical mind attack: +2.00 A belt that goes around your waist. |
| Main armor | impenetrable iron mail armour of implacability (2 def, 14 armour) impenetrable iron mail armour of implacability (2 def, 14 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +2 Fatigue: +7% Physical save: +5 A suit of armour made of mail. |
| Cloak | enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Physical save: +6 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 | throat-seeking yew longbow of power throat-seeking yew longbow of powerRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +8 Special effect when this weapon crits: silences the target Damage when this weapon hits(ranged): +7 nature When wielded/worn: Changes resistances penetration: +7% nature / +10% physical Changes damage: +8% physical Longbows are used to shoot arrows at your foes. |
Inventory
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
deadly quiver of ash arrows of crippling (9/9, 27.5-38.5 power, 7 apr) deadly quiver of ash arrows of crippling (9/9, 27.5-38.5 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 27.5 - 38.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.5% Capacity: 9 Special effect when this weapon crits: cripple the target Arrows are used with bows to pierce your foes to death. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +6% fire 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 239/400. 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 is 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. |
self-loading pouch of steel shots of crippling (21/21, 19.5-23.4 power, 2 apr) self-loading pouch of steel shots of crippling (21/21, 19.5-23.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +9.5% Capacity: 21 Turns elapse between self-loadings: 5 Special effect when this weapon crits: cripple the target Shots are used with slings to pummel your foes to death. |
forceful elm totem of thorny skin [power 16] (20 cooldown) forceful elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 6 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Exploration mode)
Completed antimagic training in the Ziguranth camp.By Lydia the Thalore Archer level 10
2nd Haze 122nd year of Ascendancy at 10:56 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Lydia the Thalore Archer level 10
1st Flare 122nd year of Ascendancy at 21:34 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Lydia the Thalore Archer level 10
27th Dusk 122nd year of Ascendancy at 14:11 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Lydia the Thalore Archer level 10
4th Flare 122nd year of Ascendancy at 22:52 see stats
Log
Your Eclipseknave is full.
Talent Pinning Shot is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a ladder to the previous level here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).
Space around you starts to dissolve...
You are yanked out of this place!
You gain 2.82 gold from the transmogrification of thought-forged quiver of elm arrows (11/11, 8-11.2 power, 5 apr).
You gain 1.03 gold from the transmogrification of spiked rough leather armour (1 def, 2 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (1 def, 2 armour).
You gain 1.02 gold from the transmogrification of miner's iron helm of constitution (+2) (0 def, 4 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of rough leather belt of the mystic.
You gain 0.39 gold from the transmogrification of insulating rough leather belt.
You gain 4.50 gold from the transmogrification of Stormlash (17-18.7 power, 7 apr).
You gain 2.04 gold from the transmogrification of surging elm vilestaff (10-12 power, 2 apr, acid damage).
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (2.5-2.75 power, 12 apr, nature damage).
You gain 2.30 gold from the transmogrification of Vorytha the Unlightreeve (5-5.5 power, 18 apr, nature damage).
You gain 1.13 gold from the transmogrification of sun infusion of the duelist (rad 6; power 67; turns 4; dispells darkness).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
