HCAA03 the level 11 Cornac Adventurer by xBoBox3

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.6.7
Addons
CampaignMaj'Eyal
ModeNormal Adventure
SexFemale
RaceCornac
ClassAdventurer
Level / Exp11 / 11%
Sizebig
Lifes / Deaths

Primary Stats

Strength30 (base 24)
Dexterity12 (base 12)
Constitution23 (base 23)
Magic22 (base 22)
Willpower13 (base 12)
Cunning22 (base 12)

Resources

Hate39/100
Vim140/140
Life298/298
Positive80/80
Stamina150/150
Healing Factor1.4010362694301
Regeneration5.9544041450777

Speed

Mental0%
Attack0%
Movement0%
Spell0%
Global+100%

Vision

Sight10
Lite5

Offense: Mainhand

Damage59
Accuracy21
Crit Chance12%
APR7
Speed1.00

Offense: Spell

Spellpower21
Crit Chance6%
Speed1

Offense: Mind

Mindpower17
Crit Chance6%
Speed1

Offense: Damage Bonus

Physical+11%
Light+10%
Nature+8%

Defense: Base

Armour (hardiness)25.413408721348 (66.666666666667%)
Defense20
Ranged Defense20
Fatigue14
Physical Save31
Spell Save27
Mental Save10

Defense: Resistances

Acid+ 18%( 70%)
Light+ 33%( 70%)
Temporal+ 18%( 70%)
Blight+ 18%( 70%)
Nature+ 14%( 70%)
Darkness+ 18%( 70%)
All+ 4%( 70%)

Defense: Immunities

Instadeath Resistance100%
Stun Resistance21%

Inscriptions (3/3)

Infusions
Infusions
Infusions

Class Talents

Corruption / Wrath1.00
1/5
0/5
0/5
0/5
Technique / Berserker's strength1.00
1/5
4/5
1/5
0/5
Celestial / Crusader1.00
1/5
0/5
0/5
0/5
Celestial / Combat1.00
1/5
1/5
0/5
0/5
Corruption / Brutality1.00
3/5
1/5
0/5
0/5
Cursed / Slaughter1.00
3/5
1/5
1/5
0/5

Generic Talents

Corruption / Demonic strength1.00
2/5
0/5
0/5
0/5
Technique / Conditioning1.00
1/5
1/5
0/5
0/5
Race / Parasite1.00
1/5
0/5
0/5
0/5
Celestial / Light1.00
1/5
0/5
0/5
0/5
Technique / Combat training1.00
1/5
3/5
0/5
1/5
3/5
0/5

Effects

Quests

done
done
done
active

Equipment

On feet
Quiver
Light source
On head
Tool
On fingers
On fingers
Around waist
In main hand
On hands
Main armor
Cloak
Around neck

Inventory

Achievements

Level 10 Got a character to level 10.
By HCAA03 the Cornac Adventurer level 10
2nd Flare 122nd year of Ascendancy at 12:01
see stats

Log


You gain 5.25 gold from the melting of
focusing elm totem of summon tentacle [power 95] (25 cooldown).
You gain 0.10 gold from the melting of
quiver of elm arrows (17/17, 15-21 power, 5 apr).
You collect a new ingredient:
lump of iron (1).
You gain 1.00 gold from the melting of
iron plate armour (0 def, 7 armour).
You gain 1.67 gold from the melting of
cleansing cured leather armour of acid resistance (6 def, 4 armour).
You gain 0.93 gold from the melting of
stabilizing rough leather hat of dexterity (+2) (0 def, 1 armour).
You gain 0.92 gold from the melting of
stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour).
You gain 0.74 gold from the melting of
shielding linen wizard hat (1 def, 0 armour).
You gain 0.10 gold from the melting of
rough leather hat (0 def, 1 armour).
You gain 6.60 gold from the melting of
Cyrirathra the rough leather cap (0 def, 1 armour).
You gain 2.88 gold from the melting of
grounding pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 0.05 gold from the melting of
rough leather belt.
You collect a new ingredient:
lump of iron (1).
You gain 1.65 gold from the melting of
iron waraxe of dampening (10-14 power, 2 apr).
You gain 6.71 gold from the melting of
ethereal elm vilestaff of wizardry (10-12 power, 2 apr, acid element).
You gain 2.57 gold from the melting of
earthen ash vilestaff of might (15-18 power, 3 apr, acid element).
You gain 2.21 gold from the melting of
cruel elm starstaff (10-12 power, 2 apr, physical element).
You collect a new ingredient:
lump of iron (1).
You gain 3.85 gold from the melting of
balanced iron longsword of daylight (10.5-14.7 power, 2 apr).
You gain 0.84 gold from the melting of
wizard's copper ring.
You gain 1.28 gold from the melting of
copper ring of sensing.
You gain 2.10 gold from the melting of
blink rune of the sneak (range 3; phase 15; cd 15).
You collect a new ingredient:
stack of herbs (viperweed) (5).
You gain 1.11 gold from the melting of
healing infusion of the sneak (heal 84; cd 11).
You gain 3.00 gold from the melting of
medical injector implant of the wizard (efficiency 95% / cooldown 75%).
There is a previous level here (press '' or right click to use).

Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).