Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 | 
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Shalore | 
| Class | Archer | 
| Level / Exp | 7 / 68% | 
| Size | medium | 
| Lifes / Deaths | Killed by Rourr the human at level 7 on the 9th Dusk 122nd year of Ascendancy at 03:36  / 1 | 
Primary Stats
| Strength | 17 (base 14) | 
| Dexterity | 34 (base 30) | 
| Constitution | 18 (base 14) | 
| Magic | 15 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 16 (base 12) | 
Resources
| Life | -2/227 | 
| Stamina | 72/106 | 
| Healing Factor | 1.1 | 
| Regeneration | 2.035 | 
Speed
| Mental | -25.54347826087% | 
| Attack | 0% | 
| Movement | -35.531914893617% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 7 | 
Offense: Mainhand
| Damage | 58 | 
| Accuracy | 49 | 
| Crit Chance | 41% | 
| APR | 43 | 
| Speed | 1.07 | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20.75 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 3 (30%) | 
| Defense | 27.2 | 
| Ranged Defense | 27.2 | 
| Fatigue | 3 | 
| Physical Save | 19.25 | 
| Spell Save | 15.8 | 
| Mental Save | 16.15 | 
Defense: Resistances
| All | + 15%( 70%) | 
Defense: Immunities
| Pinning Resistance | 20% | 
| Confusion Resistance | 20% | 
| Disarm Resistance | 20% | 
| Silence Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 100 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you.  | 
Class Talents
| Technique / Archery - bows | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 0.90 | 
  | 0/5 | 
  | 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 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Archery training | 1.30 | 
  | 3/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Field control | 1.00 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Aim | 
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| detrimental effect | Movement speed is reduced by 46%. Slow movement | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation | 
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground | 
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp.  | active | 
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 precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.'  | 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 within10 lumberjacks have died.  | done | 
Equipment
| Quiver | thought-forged quiver of yew arrows of erosion (21/23, 137% power, 10 apr) thought-forged quiver of yew arrows of erosion (21/23, 137% power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 137% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 Turns elapse between self-loadings: 6 On weapon hit: * 10% chance to cause random gloom Damage (Ranged): +11 nature / +8 temporal / +10 mind Arrows are used with bows to pierce 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.  | 
| On head | Branelin (0 def, 1 armour) Branelin (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% temporal A cap made of leather.  | 
| Tool | Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful.  | 
| On fingers | Glareknight the steel ring Glareknight the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature / +3% acid Changes resistances penetration: +5% acid Changes damage: +11% nature / +3% light Mental save: +6 (+5 eff.) Disarm immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties.  | 
| On fingers | steel ring 'Squalortorrent' steel ring 'Squalortorrent'Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Mag Changes damage: +9% nature Spell save: +6 (+5 eff.) Silence immunity: +22% Mana each turn: +0.13 Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties.  | 
| Around waist | insulating hardened leather belt insulating hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% cold / +5% fire A belt that goes around your waist.  | 
| In main hand | elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes.  | 
| Main armor | spiked rough leather armour of lightning resistance (1 def, 2 armour) spiked rough leather armour of lightning 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 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning A suit of armour made of leather.  | 
| Cloak | Aeryragas (10 def, 0 armour) Aeryragas (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 12 arcane Changes stats: +2 Str / +1 Con Changes resistances: +10% blight / +13% nature / +5% arcane Physical save: +7 (+4 eff.) Life regen: +1.30 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck | wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +3 Cun / +3 Con Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties.  | 
Inventory
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
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.  | 
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Arrow Nurge Two the Shalore Archer level 7
7th Dusk 122nd year of Ascendancy at 17:10 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Arrow Nurge Two the Shalore Archer level 6
9th Flare 122nd year of Ascendancy at 16:47 see stats
Log
Talent Rune: Phase Door is ready to use.
Resting starts...
Talent Rune: Shielding is ready to use.
Rested for 5 turns (stop reason: hostile spotted to the south (Rourr the human)).
Arrow Nurge Two casts Rune: Shielding.
A shield forms around Arrow Nurge Two.
Arrow Nurge Two uses Crippling Shot.
Rourr the human slows down.
Rourr the human resists the mind attack!
Arrow Nurge Two's Crippling Shot hits Rourr the human for 97 physical, , 8 temporal, 10 nature, 5 mind (119 total damage).
Rourr the human uses Kneecapper.
Arrow Nurge Two is pinned to the ground.
Rourr the human's Kneecapper hits Arrow Nurge Two for (81 absorbed), 0 physical, (4 absorbed), 0 temporal, (8 absorbed), 0 darkness, (3 absorbed), 0 nature (0 total damage).
Arrow Nurge Two uses Steady Shot.
Rourr the human deflects the projectile from Arrow Nurge Two to the southwest!
Rourr the human shoots!
Your shield crumbles under the damage!
The shield around Arrow Nurge Two crumbles.
Rourr the human's Shoot hits Arrow Nurge Two for (4 absorbed), 19 physical, 4 temporal, 8 darkness, 3 nature (33 total damage).
Rourr the human's Shoot hits Arrow Nurge Two for 22 physical, 4 temporal, 8 darkness, 3 nature (36 total damage).
Rourr the human's Shoot hits Arrow Nurge Two for 20 physical, 4 temporal, 8 darkness, 3 nature (35 total damage).
Arrow Nurge Two casts Rune: Phase Door.
Arrow Nurge Two is out of phase.
Rourr the human shoots!
Saving game...
