Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 | 
| Addons | Possessor Bonus Class 1.5.3Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Archer | 
| Level / Exp | 12 / 23% | 
| Size | medium | 
| Lifes / Deaths | Killed by Emisemina the master vampire at level 11 on the 4th Flare 122nd year of Ascendancy at 13:21 0 / 5Killed by Layeba the lesser vampire at level 12 on the 4th Flare 122nd year of Ascendancy at 16:40 Killed by Layeba the lesser vampire at level 12 on the 4th Flare 122nd year of Ascendancy at 16:54 Killed by Gloda the cold drake at level 12 on the 1st Dusk 122nd year of Ascendancy at 02:44 Killed by Gloda the cold drake at level 12 on the 1st Dusk 122nd year of Ascendancy at 02:53  | 
Primary Stats
| Strength | 30 (base 20) | 
| Dexterity | 31 (base 28) | 
| Constitution | 20 (base 16) | 
| Magic | 8 (base 10) | 
| Willpower | 17 (base 10) | 
| Cunning | 25 (base 21) | 
Resources
| Life | -55/366 | 
| Stamina | 117/150 | 
| Healing Factor | 1.0789473684211 | 
| Regeneration | 18.297943202554 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 1 | 
| Infravision | 5 | 
| See Stealth | 34.108545491274 | 
| See Invisible | 34.108545491274 | 
Offense: Mainhand
| Damage | 46 | 
| Accuracy | 36 | 
| Crit Chance | 6% | 
| APR | 5 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 7 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 4.2 (57.811550151976%) | 
| Defense | 38 | 
| Ranged Defense | 38 | 
| Fatigue | 0 | 
| Physical Save | 41 | 
| Spell Save | 21 | 
| Mental Save | 23 | 
Defense: Resistances
| All | + 3%( 70%) | 
Defense: Immunities
| Stun Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Disarm Resistance | 21% | 
| Pinning Resistance | 21% | 
| Poison Resistance | 25% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect.  | 
Class Talents
| Technique / Combat techniques | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Munitions | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Archery training | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Archery prowess | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Reflexes | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Marksmanship | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 3/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| 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, reducing armour by 30% (2). Armor Corroded | 
| beneficial effect | The target has 21% chance to evade melee and ranged attacks and gains 8 defense. Evasion | 
Quests
You failed to protect the lone alchemist from death by Dilci. Escort: lone alchemist (level 2 of Old Forest) | failed | 
You failed to protect the lost anorithil from death by dozing fox. Escort: lost anorithil (level 1 of Heart of the Gloom) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +2.  | done | 
You failed to protect the lost warrior from death by large brown snake. Escort: lost warrior (level 1 of Old Forest) | failed | 
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Strength by +2.  | done | 
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 have explored the Maze and vanquished the Minotaur. * 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.'  | 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 | 
Equipment
| On feet | pair of hardened leather boots 'Yvadann' (0 def, 3 armour) pair of hardened leather boots 'Yvadann' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +6% mind Changes resistances penetration: +5% acid Changes damage: +15% acid / +6% mind Maximum encumbrance: +32 Physical save: +8 (+3 eff.) A pair of boots made of leather.  | 
| Quiver | elemental quiver of elm arrows of amnesia (12/18, 13.5-18.9 power, 5 apr) elemental quiver of elm arrows of amnesia (12/18, 13.5-18.9 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death.  | 
| Light source | brass lantern of the zealot brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) 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 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: +10 (+4 eff.) A cap made of leather.  | 
| Tool | miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties.  | 
| On fingers | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties.  | 
| Around waist | blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Stealth bonus: +6 A belt that goes around your waist.  | 
| In main hand | Xidheba the elm longbow Xidheba the elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes resistances: +1% physical Physical save: +12 (+4 eff.) Poison immunity: +5% Life regen: +0.40 Maximum life: +10.00 Longbows are used to shoot arrows at your foes.  | 
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid.  | 
| Main armor | radiant rough leather armour of acid resistance (1 def, 2 armour) radiant rough leather armour of acid resistance (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +12% blight / +11% darkness / +15% acid Light radius: +1 A suit of armour made of leather.  | 
| Cloak | linen cloak 'Glarebearer' (1 def, 0 armour) linen cloak 'Glarebearer' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% light / +3% lightning Stun/Freeze immunity: +10% Knockback immunity: +20% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
Inventory
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
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 after 40 turns, 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 are 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
Log
Saving done.
You are sent back to the material plane!
Dilci uses Pin Down.
Gloda the cold drake is pinned to the ground.
Gloda the cold drake resists the mind attack!
Grappling hits Dilci for 5 physical, 1 physical (6 total damage).
Dilci's Pin Down hits Gloda the cold drake for (11 resist armour), 38 physical, (2 resist armour), 0 mind, (11 resist armour), 10 lightning (48 total damage).
Gloda the cold drake has released the hold.
Gloda the cold drake throws two quick punches.
Dilci's armor corrodes!
Dilci hits Gloda the cold drake for (5 resist armour), 0 acid, (4 resist armour), 0 light, (5 resist armour), 0 acid, (4 resist armour), 0 light (0 total damage).
Gloda the cold drake hits Dilci for 67 physical, 3 acid, 4 physical, 5 physical, 74 physical, 3 acid, 4 physical, 5 physical (164 total damage).
Talent Infusion: Regeneration is ready to use.
Dilci uses Infusion: Regeneration.
Dilci starts regenerating health quickly.
Gloda the cold drake uses Ice Claw.
Dilci hits Gloda the cold drake for (5 resist armour), 0 acid, (4 resist armour), 0 light (0 total damage).
Gloda the cold drake hits Dilci for 180 cold, 3 acid, 4 physical, 5 physical (192 total damage).
Dilci uses Evasion.
Dilci tries to evade attacks.
Dilci uses Disengage.
Gloda the cold drake slows down.
Gloda the cold drake resists the mind attack!
Gloda the cold drake hits Dilci for 8 cold damage.
Dilci hits Gloda the cold drake for (8 resist armour), 0 physical, (2 resist armour), 0 mind (0 total damage).
Gloda the cold drake is no longer pinned.
Saving game...
