Farandor the level 4 Thalore Archer by pndrev

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.2.5
Addons
Steamtech UI 1.1.4
CampaignMaj'Eyal
ModeNormal Adventure
SexMale
RaceThalore
ClassArcher
Level / Exp4 / 94%
Sizemedium
Lifes / Deaths

Primary Stats

Strength16 (base 14)
Dexterity24 (base 21)
Constitution14 (base 13)
Magic8 (base 10)
Willpower12 (base 11)
Cunning12 (base 12)

Resources

Life209/209
Stamina114/114
Healing Factor1
Regeneration0.25

Speed

Mental0%
Attack0%
Movement0%
Spell0%
Global+100%

Vision

Sight10
Lite2

Offense: Mainhand

Damage29
Accuracy35
Crit Chance2%
APR5
Speed0.80

Offense: Spell

Spellpower8
Crit Chance2%
Speed1

Offense: Mind

Mindpower13.2
Crit Chance2%
Speed1

Offense: Damage Bonus

All0%

Defense: Base

Armour (hardiness)9.73 (48.103448275862%)
Defense6.9
Ranged Defense6.9
Fatigue17
Physical Save10.5
Spell Save7
Mental Save8.4

Defense: Resistances

All 0%( 70%)

Defense: Immunities

Instadeath Resistance100%

Inscriptions (3/3)

Infusions
Infusions
Infusions

Class Talents

Technique / Archery - bows1.30
2/5
1/5
0/5
0/5
Technique / Combat veteran0.90
0/5
0/5
0/5
0/5
Technique / Archery - slings1.30
1/5
0/5
0/5
0/5
Technique / Archery prowess1.30
3/5
0/5
0/5
0/5
Technique / Archery training1.30
2/5
0/5
0/5
0/5

Generic Talents

Technique / Field control1.00
2/5
0/5
0/5
0/5
Cunning / Survival1.00
0/5
0/5
0/5
0/5
Race / Thalore1.00
1/5
0/5
0/5
0/5
Technique / Combat training1.30
0/5
1/5
2/5
0/5
0/5

Effects

Quests

failed
active

Equipment

Tool
Main armor
Quiver
Light source
On head
In main hand

Inventory

Achievements

Log


Talent Disengage is ready to use.

Farandor picks up (a.):
regeneration infusion of the psychic (heal 151 over 5 turns).

You have no more inscription slots.

You are now inscribed with Infusion: Regeneration.

Space around you starts to dissolve...


Resting starts...

Talent Infusion: Regeneration is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).


Resting starts...

You are yanked out of this place!

Rested for 12 turns (stop reason: dialog is displayed).


You gain 1.00 gold from the transmogrification of
iron plate armour (3 def, 7 armour).
You gain 1.31 gold from the transmogrification of
stabilizing linen wizard hat of blight (+10%) (1 def, 0 armour).
You gain 0.40 gold from the transmogrification of
pouch of iron shots of accuracy (19/19, 13.5-16.2 power, 1 apr).
You gain 2.33 gold from the transmogrification of
mighty rough leather sling of fire.
You gain 1.90 gold from the transmogrification of
shimmering elm magestaff (10-12 power, 2 apr, arcane element).
You gain 0.25 gold from the transmogrification of
elm vilestaff (10-12 power, 2 apr, fire element).
You gain 0.25 gold from the transmogrification of
mossy mindstar (2.5-2.75 power, 12 apr, mind damage).
You gain 3.50 gold from the transmogrification of
Bill's Tree Trunk (30-51 power, 7 apr).
You gain 1.81 gold from the transmogrification of
heat beam rune of the wizard (77 fire damage).
There is a Passageway into Norgos' Lair here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...

Saving done.