Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 2 / 16% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 2 on the 75th Pyre 122nd year of Ascendancy at 11:08 0 / 3Killed by Voodoo at level 2 on the 75th Pyre 122nd year of Ascendancy at 11:08 Killed by skeleton mage at level 2 on the 75th Pyre 122nd year of Ascendancy at 16:50 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 21 (base 21) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 12 (base 12) |
Resources
Life | -63/121 |
Stamina | 71/103 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
Offense: Mainhand
Damage | 12 |
Accuracy | 24 |
Crit Chance | 4% |
APR | 1 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11.8 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 4.85 |
Ranged Defense | 4.85 |
Fatigue | 6 |
Physical Save | 7.7 |
Spell Save | 7 |
Mental Save | 7.7 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 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
Technique / Archery - bows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 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 training | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 11.08 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Quiver | pouch of iron shots (16/16, 15.5-18.6 power, 1 apr) pouch of iron shots (16/16, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel 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. |
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
In main hand | rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
Inventory
wild infusion of the sneak (resist 11%; cure magical) wild infusion of the sneak (resist 11%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 effects and reduce all damage taken by 11% for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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. |
Achievements
Log
Skeleton mage misses Voodoo.
Burning from Skeleton mage hits Voodoo for 9 fire damage.
Voodoo uses Steady Shot.
Voodoo's Steady Shot hits Skeleton mage for 23 physical damage.
Skeleton mage hits Voodoo for 8 physical damage.
Voodoo feels pain again.
Voodoo stops burning.
Skeleton mage casts Manathrust.
Skeleton mage hits Voodoo for 65 arcane damage.
Talent Steady Shot is ready to use.
Voodoo uses Steady Shot.
Voodoo's Steady Shot hits Skeleton mage for 21 physical damage.
Voodoo stops regenerating health quickly.
Skeleton mage casts Flame.
Voodoo is on fire!
Skeleton mage's Flame hits Voodoo for 33 fire damage.
Talent Steady Shot is ready to use.
Burning from Skeleton mage hits Voodoo for 11 fire damage.
Burning from Skeleton mage hits Voodoo for 11 fire damage.
Voodoo uses Disengage.
Voodoo uses Disengage.
Skeleton mage casts Manathrust.
Saving game...