Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 | 
| Addons | Old RPG Tileset 0.9.43 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Shadowblade | 
| Level / Exp | 12 / 51% | 
| Size | medium | 
| Lifes / Deaths | Killed by Mayimitta the giant spider at level 9 on the 6th Mirth 122nd year of Ascendancy at 05:48 0 / 5Killed by skeleton warrior at level 9 on the 10th Mirth 122nd year of Ascendancy at 22:42 Killed by elder vampire at level 9 on the 1st Summertide 122nd year of Ascendancy at 06:45 Killed by elder vampire at level 9 on the 1st Summertide 122nd year of Ascendancy at 08:28 Killed by shadowblade at level 12 on the 33rd Dusk 122nd year of Ascendancy at 08:25  | 
Primary Stats
| Strength | 15 (base 15) | 
| Dexterity | 36 (base 31) | 
| Constitution | 16 (base 16) | 
| Magic | 16 (base 14) | 
| Willpower | 12 (base 10) | 
| Cunning | 21 (base 19) | 
Resources
| Life | -17/264 | 
| Mana | 0/176 | 
| Stamina | 91/118 | 
| Positive | 3/83 | 
| Healing Factor | 0.98 | 
| Regeneration | 0.245 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -50% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 6 | 
| See Stealth | 5 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 40 | 
| Accuracy | 52 | 
| Crit Chance | 6% | 
| APR | 30 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 24 | 
| Accuracy | 52 | 
| Crit Chance | 11% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 16 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 16.8 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +4% | 
| Light | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 7 (30%) | 
| Defense | 31.55 | 
| Ranged Defense | 32.55 | 
| Fatigue | 0 | 
| Physical Save | 15.85 | 
| Spell Save | 9.8 | 
| Mental Save | 20.775 | 
Defense: Resistances
| Light | + 30%( 70%) | 
| Cold | + 10%( 70%) | 
| Fire | + 13%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Knockback Resistance | 40% | 
| Blind Resistance | 22% | 
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 125 life over 5 turns.  | 
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 14% for 5 turns. Its effects scale with your Dexterity stat.  | 
| Rune | Effective talent level: 1.0 ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 744% over 10 turns and instantly restoring 37 mana. Its effects scale with your Dexterity stat.  | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Stealth | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.20 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Ambush | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual weapons | 1.20 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.00 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.20 | 
  | 0/5 | 
  | 1/10 | 
  | 3/5 | 
  | 0/5 | 
  | 4/5 | 
Effects
| talent | Shadow Combat | 
| detrimental effect | The target is poisoned, taking 1.71 nature damage per turn and decreasing all heals received by 12%. Insidious Poison | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2.  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)).  | 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 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 | 
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 have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | active | 
Equipment
| On feet | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: -4% Maximum encumberance: +21 A pair of boots made of leather.  | 
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head | stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Physical save: +5 A pointy cloth hat, very wizardly...  | 
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow.  | 
| On fingers | mule's copper ring of sensing mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumberance: +20 Blindness immunity: +22% See stealth: +5 See invisible: +6 Rings can have magical properties.  | 
| On fingers | marksman's steel ring marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties.  | 
| Around neck | insulating steel amulet of dexterity (+2) insulating steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% cold / +13% fire Amulets can have magical properties.  | 
| In main hand | Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
| 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.  | 
| In off hand | balanced steel dagger of massacre (16-20.8 power, 6 apr) balanced steel dagger of massacre (16-20.8 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +6 Sharp, short and deadly.  | 
| Cloak | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | enlightening rough leather armour (1 def, 2 armour) enlightening rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes stats: +1 Cun / +2 Wil Mental save: +10 A suit of armour made of leather.  | 
Inventory
cleansing copper amulet of strength (+3) cleansing copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% nature Poison immunity: +20% Amulets can have magical properties.  | 
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties.  | 
iron dagger of massacre (10.5-13.65 power, 5 apr) iron dagger of massacre (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly.  | 
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of storms (5-5.5 power, 18 apr, nature damage)nature's vined mindstar of storms (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 lightning Changes resistances: +2% lightning / +4% blight Changes resistances penetration: +4% lightning Changes damage: +2% lightning / +3% nature Disease immunity: +12% Mindpower: +2 Mental crit. chance: +2% 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.  | 
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
spiked rough leather armour of cold resistance (1 def, 2 armour) spiked rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 11 physical Changes resistances: +15% cold A suit of armour made of leather.  | 
brass lantern of the moons brass lantern of the moonsPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light Changes damage: +6% darkness Light radius: +2 Infravision radius: +1 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Calls the power of the Moon into a beam of shadows doing 64.29 damage. The damage will increase with the Magic stat 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.  | 
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.  | 
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Kama the Cornac Shadowblade level 11
3rd Dusk 122nd year of Ascendancy at 18:46 see stats
			Level 10
			Got a character to level 10.By Kama the Cornac Shadowblade level 10
3rd Summertide 122nd year of Ascendancy at 00:47 see stats
			The Arena
			Unlocked Arena mode.By Kama the Cornac Shadowblade level 11
5th Flare 122nd year of Ascendancy at 13:36 see stats
			The secret city
			Discovered the truth about mages.By Kama the Cornac Shadowblade level 12
13rd Dusk 122nd year of Ascendancy at 07:25 see stats
Log
Shadowblade misses Kama.
Shadowblade hits Kama for 16 physical, 6 acid, 5 darkness damage (total 26.03).
Kama hits shadowblade for 5 blight damage.
Kama hits Assassin Lord for 13 physical, 7 physical damage (total 18.74).
Assassin Lord misses Kama.
Kama hits Assassin Lord for 5 blight damage.
Assassin Lord hits Kama for 7 physical damage.
Shadowblade hits Kama for 2 nature damage.
Shadowblade is moving less freely.
Bandit misses Kama.
Bandit misses Kama.
Shadowblade misses Kama.
Shadowblade misses Kama.
Shadowblade misses Kama.
Kama hits shadowblade for 5 blight damage.
Shadowblade hits Kama for 2 lightning, 7 physical, 5 darkness damage (total 12.96).
Kama shrugs off the effect 'Dazed'!
Kama hits Assassin Lord for 13 physical, 7 physical damage (total 18.74).
Kama hits Assassin Lord for 5 blight, 5 blight damage (total 8.77).
Assassin Lord hits Kama for 19 physical, 8 arcane, 9 physical damage (total 35.50).
Shadowblade hits Kama for 2 nature damage.
Bandit misses Kama.
Bandit misses Kama.
Shadowblade uses Highborn's Bloom.
Shadowblade misses Kama.
Shadowblade misses Kama.
Shadowblade performs a critical strike!
Saving done.
Saving done.
Saving game...
