Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Archer |
| Level / Exp | 4 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by ancient elven mummy at level 4 on the 22nd Voratun 122nd year of Ascendancy at 15:26 / 1 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 25 (base 25) |
| Constitution | 14 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 11) |
| Cunning | 12 (base 12) |
Resources
| Life | -3/168 |
| Stamina | 93/99 |
| Healing Factor | 0.64 |
| Regeneration | 7.84 |
Speed
| Mental | -7.5471698113208% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 41 |
| Crit Chance | 21% |
| APR | 26 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14.6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
Defense: Base
| Armour (hardiness) | 36.255191366451 (48.103448275862%) |
| Defense | 11.25 |
| Ranged Defense | 14.25 |
| Fatigue | 18 |
| Physical Save | 27.833778995317 |
| Spell Save | 20.408778995317 |
| Mental Save | 9.1 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 17% for 4 turns. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Aim |
| detrimental effect | Slowed by 50% and taking 14 crushing damage per turn. Imploding (slow) |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 5.14 nature damage per turn and decreasing all heals received by 36%. Insidious Poison |
| beneficial effect | The target's skin turns to stone, granting 9 armour, 13 physical save and 13 spell save. Dwarven Resilience |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +3 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| Quiver | quiver of elm arrows (2/13, 10-14 power, 5 apr) quiver of elm arrows (2/13, 10-14 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 10.0 - 14.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
| 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. |
| On head | stabilizing iron helm of dexterity (+2) (0 def, 3 armour) stabilizing iron helm of dexterity (+2) (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: +2 Dex Physical save: +11 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 | warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
| Main armor | impenetrable iron mail armour (2 def, 11 armour) impenetrable iron mail armour (2 def, 11 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
| Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 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 | elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Inventory
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 3.00 cold damage and 3.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
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 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. |
Achievements
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Artkol the Dwarf Archer level 4
19th Voratun 122nd year of Ascendancy at 11:41 see stats
Log
Saving game...
Saving done.
Artkol uses Infusion: Wild.
Artkol lessens the pain.
Artkol uses Infusion: Wild.
Artkol uses Resilience of the Dwarves.
Artkol's skin turns to stone.
Artkol activates Aim.
Artkol uses Steady Shot.
Artkol's Steady Shot hits Ancient elven mummy for 62 physical damage.
Artkol shoots!
Artkol's Shoot hits Ancient elven mummy for 33 physical damage.
Ancient elven mummy casts Rune: Manasurge.
Ancient elven mummy starts to surge mana.
Artkol shoots!
Artkol's Shoot hits Ancient elven mummy for 27 physical damage.
Artkol is poisoned!
Artkol is being crushed.
Artkol hits Ancient elven mummy for 16 blight damage.
Ancient elven mummy hits Artkol for 51 physical, 4 nature, 12 physical, 14 physical (81 total damage).
Artkol uses Infusion: Regeneration.
Artkol starts regenerating health quickly.
Talent Steady Shot is ready to use.
Insidious Poison from Ancient elven mummy hits Artkol for 4 nature damage.
Imploding (slow) from Ancient elven mummy hits Artkol for 14 physical damage.
Ancient elven mummy performs a melee critical strike against Artkol!
Saving game...
