Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.44 | 
| Addons | Items Vault 0.9.44 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Halfling | 
| Class | Rogue | 
| Level / Exp | 8 / 0% | 
| Size | small | 
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 5 on the 77th Pyre 122nd year of Ascendancy at 19:06 0 / 5Killed by Forest Troll Hedge-Wizard at level 5 on the 77th Pyre 122nd year of Ascendancy at 19:51 Killed by skeleton mage at level 7 on the 3rd Mirth 122nd year of Ascendancy at 04:42 Killed by skeleton mage at level 7 on the 3rd Mirth 122nd year of Ascendancy at 05:09 Killed by ritch flamespitter at level 8 on the 1st Summertide 122nd year of Ascendancy at 11:33  | 
Primary Stats
| Strength | 10 (base 13) | 
| Dexterity | 30 (base 25) | 
| Constitution | 14 (base 13) | 
| Magic | 10 (base 10) | 
| Willpower | 10 (base 10) | 
| Cunning | 25 (base 19) | 
Resources
| Life | -10/219 | 
| Stamina | 111/121 | 
| Healing Factor | 1 | 
| Regeneration | 0.25 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +15% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 4 | 
| See Stealth | 6 | 
| See Invisible | 7 | 
Offense: Mainhand
| Damage | 30 | 
| Accuracy | 34 | 
| Crit Chance | 11% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 16 | 
| Accuracy | 34 | 
| Crit Chance | 11% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 14 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 17 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +10% | 
| Acid | +10% | 
Offense: Damage Penetration
| Cold | +8% | 
Defense: Base
| Armour (hardiness) | 12 (30%) | 
| Defense | 27.625 | 
| Ranged Defense | 27.625 | 
| Fatigue | 2 | 
| Physical Save | 8.4 | 
| Spell Save | 7 | 
| Mental Save | 12.25 | 
Defense: Resistances
| Acid | + 27%( 70%) | 
| Cold | + 36%( 70%) | 
| All | + 14%( 70%) | 
Defense: Immunities
| Knockback Resistance | 40% | 
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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
| Cunning / Stealth | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual weapons | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Trapping | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.50 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Scoundrel | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 3/5 | 
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression | 
Quests
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 | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained!  | active | 
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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.'  | active | 
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| On head | linen wizard hat of corrosion (+15%) (1 def, 0 armour) linen wizard hat of corrosion (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% acid Changes damage: +10% acid A pointy cloth hat, very wizardly...  | 
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: -5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks.  | 
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide.  | 
| Light source | scorching brass lantern of revealing scorching brass lantern of revealingPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 10 fire Light radius: +2 See stealth: +6 See invisible: +7 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.  | 
| In off hand | iron dagger (6-7.8 power, 5 apr) iron dagger (6-7.8 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 6.0 - 7.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly.  | 
| Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +11% cold 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 | acidic iron dagger of massacre (11-14.3 power, 5 apr) acidic iron dagger of massacre (11-14.3 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +4 acid Sharp, short and deadly.  | 
Inventory
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties.  | 
iron dagger of daylight (4.5-5.85 power, 5 apr) iron dagger of daylight (4.5-5.85 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 light Damage against: +5% Undead Sharp, short and deadly.  | 
nature's mossy mindstar of life (2-2.2 power, 12 apr, mind damage) nature's mossy mindstar of life (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature Disease immunity: +10% Life regen: +0.50 Maximum life: +12.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist.  | 
Noonwoe (1 def, 0 armour) Noonwoe (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Defense: +1 Changes resistances penetration: +25% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Newly picked up linen robe of the mountain (+12%) (0 def, 0 armour)linen robe of the mountain (+12%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
stabilizing rough leather cap (0 def, 1 armour) stabilizing 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% Physical save: +6 A cap made of leather.  | 
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items.  | 
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.  | 
Dazzlewrack of thorny skin [power 10]  (20 cooldown) Dazzlewrack of thorny skin [power 10]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 light Changes resistances: +6% light Changes resistances penetration: +20% light It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power.  | 
elm totem of cure poisons [power 1]  (20 cooldown) elm totem of cure poisons [power 1]  (20 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 20 cooldown. Natural totems are made by powerful wilders to store nature power.  | 
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals.  | 
arcane elm wand of conjuration [power 50]  (6 cooldown) arcane elm wand of conjuration [power 50]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 25-50), placing all other charms into a 6 cooldown. When used: 100% chances to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals.  | 
zircon 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
Log
Sylv uses Infusion: Wild.
Sylv is not stunned anymore.
Sylv is cured!
Sylv lessens the pain.
Sylv uses Dirty Fighting.
Sylv resists the mind attack!
Emelagamira the large white snake is stunned!
Emelagamira the large white snake hits Sylv for 2 mind, 2 lightning, 2 darkness, 1 mind, 2 lightning, 2 darkness damage (total 10.61).
Sylv hits Emelagamira the large white snake for 16 physical, 5 acid, 9 physical damage (total 28.13).
Emelagamira the large white snake misses Sylv.
Sylv hits Emelagamira the large white snake for 10 fire, 11 cold damage (total 21.00).
Emelagamira the large white snake hits Sylv for 2 mind damage.
Talent Flurry is ready to use.
Talent Explosion Trap is ready to use.
Talent Dual Strike is ready to use.
Talent Infusion: Regeneration is ready to use.
Ritch flamespitter uses Flamespit.
Ritch flamespitter hits Sylv for 22 fire damage.
Sylv hits ritch flamespitter for 2 physical, 8 acid damage (total 8.59).
Sylv resists the mind attack!
Sylv performs a critical strike!
Sylv resists the mind attack!
Emelagamira the large white snake hits Sylv for 1 mind, 1 lightning, 1 darkness, 1 mind, 1 lightning, 1 darkness damage (total 2.89).
Sylv hits Emelagamira the large white snake for 34 physical, 5 acid, 23 physical damage (total 61.16).
Sylv's awareness returns to normal.
Ritch flamespitter uses Flamespit.
Saving done.
Saving done.
Saving game...
