Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 17 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 7 on the 2nd Mirth 122nd year of Ascendancy at 07:12 0 / 6Killed by rogue at level 8 on the 2nd Mirth 122nd year of Ascendancy at 16:35 Killed by marudor at level 13 on the 46th Dusk 122nd year of Ascendancy at 02:57 Killed by marudor at level 14 on the 46th Dusk 122nd year of Ascendancy at 19:57 Killed by gwelgoroth at level 16 on the 58th Dusk 122nd year of Ascendancy at 16:18 Killed by marudor at level 17 on the 69th Dusk 122nd year of Ascendancy at 23:55 |
Primary Stats
| Strength | 26 (base 23) |
| Dexterity | 46 (base 44) |
| Constitution | 23 (base 21) |
| Magic | 11 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 14 (base 12) |
Resources
| Life | -27/376 |
| Mana | 231/266 |
| Stamina | 48/83 |
| Healing Factor | 1.3 |
| Regeneration | 5.5953527094136 |
Speed
| Mental | -28.571428571429% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +74.657534246575% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 71 |
| Crit Chance | 56% |
| APR | 51 |
| Speed | 1.12 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.2 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 27.7 |
| Ranged Defense | 27.7 |
| Fatigue | 8 |
| Physical Save | 18.375 |
| Spell Save | 20.7875 |
| Mental Save | 20.2625 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Confusion Resistance | 23% |
| Silence Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 139 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 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 poison effect. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Chant of Fortress |
| talent | Slow Motion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Reduces global action speed by 33%. Slow |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Equipment
| On feet | undeterred pair of rough leather boots of evasion (12 def, 1 armour) undeterred pair of rough leather boots of evasion (12 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+6 eff.) Fatigue: +1% Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +21% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 15 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Quiver | Flowerwasp (18/23, 35.5-49.7 power, 10 apr) Flowerwasp (18/23, 35.5-49.7 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.5 - 49.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 On weapon hit: * Slows global speed by 20% On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid / +4 blight / +4 arcane Arrows are used with bows to pierce your foes to death. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 32.04 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | thaloren rough leather cap of might (0 def, 1 armour) thaloren rough leather cap of might (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances: +5% blight Mental save: +6 (+3 eff.) A cap made of leather. |
| Tool | Smeartrencher [power 41] (20 cooldown) Smeartrencher [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 nature Changes resistances: +6% lightning / +3% temporal It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
| On fingers | gold ring 'Erelugorn' gold ring 'Erelugorn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Mag / +2 Wil Stun/Freeze immunity: +26% Life regen: +1.20 Rings can have magical properties. |
| Around neck | steel amulet 'Arcsquall' steel amulet 'Arcsquall'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 40% chance to daze Changes stats: +7 Lck / +3 Wil Changes resistances: +6% acid / +6% physical Changes damage: +6% lightning Stamina each turn: +0.40 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | yew longbow of true flight yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +6.0% Longbows are used to shoot arrows at your foes. |
| Main armor | rough leather armour of the deep (1 def, 4 armour) rough leather armour of the deep (1 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
| Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire 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. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By marudor the Cornac Archer level 10
22nd Dusk 122nd year of Ascendancy at 02:43 see stats
Log
Marudor's Steady Shot hits Teluvorta for 191 physical, 7 acid, 3 blight, (slow 20%), 3 arcane (206 total damage).
Ivysemira the ultimate teluvorta's caustic mire area effect hits marudor for 19 acid damage.
Ivysemira the ultimate teluvorta stops converting damage to paradox..
Ivysemira the ultimate teluvorta speeds up.
Reality has shifted.
Ivysemira the ultimate teluvorta casts Channel Staff.
Ivysemira the ultimate teluvorta's Channel Staff hits marudor for 21 temporal damage.
Ivysemira the ultimate teluvorta's caustic mire area effect hits marudor for 19 acid damage.
Ivysemira the ultimate teluvorta casts Channel Staff.
Marudor shoots!
Marudor uses Volley of Arrows.
Marudor uses Piercing Arrow.
Marudor stops regenerating health quickly.
Ivysemira the ultimate teluvorta's Channel Staff hits marudor for 24 temporal damage.
Reality has shifted.
Ivysemira the ultimate teluvorta casts Channel Staff.
Marudor's Piercing Arrow hits marudor for 94 physical, 6 acid, 2 blight, (slow 20%), 3 arcane (107 total damage).
Ivysemira the ultimate teluvorta's Channel Staff hits marudor for 26 temporal damage.
Talent Steady Shot is ready to use.
Reality has shifted.
Ivysemira the ultimate teluvorta casts Channel Staff.
Ivysemira the ultimate teluvorta's Channel Staff hits marudor for 23 temporal damage.
Marudor uses Steady Shot.
Ivysemira the ultimate teluvorta's caustic mire area effect hits marudor for 19 acid damage.
Reality has shifted.
Ivysemira the ultimate teluvorta casts Channel Staff.
marudor performs a ranged critical strike against marudor!
Saving game...
