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 | Halfling | 
| Class | Archer | 
| Level / Exp | 13 / 69% | 
| Size | small | 
| Lifes / Deaths | Killed by Liseta the mean looking elven guard at level 13 on the 33rd Dusk 122nd year of Ascendancy at 09:13  / 1 | 
Primary Stats
| Strength | 19 (base 20) | 
| Dexterity | 50 (base 39) | 
| Constitution | 18 (base 17) | 
| Magic | 10 (base 10) | 
| Willpower | 16 (base 10) | 
| Cunning | 22 (base 12) | 
Resources
| Life | -33/406 | 
| Stamina | 112/144 | 
| Healing Factor | 1.3 | 
| Regeneration | 4.225 | 
Speed
| Mental | -7.5471698113208% | 
| Attack | 0% | 
| Movement | -8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 5 | 
Offense: Mainhand
| Damage | 66 | 
| Accuracy | 66 | 
| Crit Chance | 32% | 
| APR | 28 | 
| Speed | 0.87 | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 16 (30%) | 
| Defense | 22.5 | 
| Ranged Defense | 25 | 
| Fatigue | 0 | 
| Physical Save | 22.359129339428 | 
| Spell Save | 14.868258678856 | 
| Mental Save | 20.0875 | 
Defense: Resistances
| All | + 4%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Teleport Resistance | 5% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| 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 106 damage for 4 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 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.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 387% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat.  | 
Class Talents
| Technique / Archery - bows | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 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 training | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Archery prowess | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Field control | 1.00 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Aim | 
| talent | Chant of Fortitude | 
| detrimental effect | Huge cut that bleeds, doing 6.63 physical damage per turn. Bleeding | 
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused | 
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 | 
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 failed to protect the lost anorithil from death by king cobra. Escort: lost anorithil (level 3 of Trollmire) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed xorn fragment. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.'  | 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 within5 lumberjacks have died.  | done | 
Equipment
| On feet | traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -4% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather.  | 
| Quiver | Gleamward the quiver of ash arrows (19/20, 118% power, 7 apr) Gleamward the quiver of ash arrows (19/20, 118% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 119% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 On weapon hit: * 40% chance to blind Damage (Ranged): +5 cold Arrows are used with bows to pierce your foes to death.  | 
| Light source | brass lantern 'Emelurarin' brass lantern 'Emelurarin'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +3 (+2 eff.) Maximum life: +43.00 Maximum hate: +6.00 Mental crit. chance: +2% 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 | Emona the linen wizard hat (1 def, 4 armour) Emona the linen wizard hat (1 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +3% fire Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly...  | 
| Tool | Gilodor (dig speed 8 turns) Gilodor (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +2 Str Changes resistances: +12% fire / +15% darkness / +12% nature Changes damage: +6% nature Teleport immunity: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties.  | 
| 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.  | 
| In main hand | thaloren yew longbow of power thaloren yew longbow of powerRequires: - 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: +8 When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +18% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes.  | 
| On hands | restful voratun gauntlets of dexterity (+2) (0 def, 3 armour) restful voratun gauntlets of dexterity (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +3 Changes stats: +2 Dex Life regen: +2.00 Stamina each turn: +0.80 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Main armor | cured leather armour 'Glerann' (2 def, 4 armour) cured leather armour 'Glerann' (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +9% acid Mental save: +3 (+2 eff.) Disease immunity: +5% Maximum life: +20.00 A suit of armour made of leather.  | 
| Cloak | cashmere cloak 'Hellmight' (2 def, 0 armour) cashmere cloak 'Hellmight' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +3 Cun / +3 Dex Changes resistances: +6% acid / +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck | copper amulet 'Dagofast' copper amulet 'Dagofast'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +3% nature / +6% acid Life regen: +1.00 Amulets can have magical properties.  | 
Inventory
This item will automatically be transmogrified when you leave the level. Bethothra the Ravenstriker (101% power, 2 apr)Bethothra the Ravenstriker (101% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +10% darkness / +5% mind Spellpower: +6 (+6 eff.) One-handed war axes.  | 
This item will automatically be transmogrified when you leave the level. cured leather armour 'Blazequeller' (2 def, 4 armour)cured leather armour 'Blazequeller' (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +20% temporal Changes resistances penetration: +10% lightning A suit of armour made of leather.  | 
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
174 alchemist agate 174 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
sapper's iron pickaxe (dig speed 28 turns) sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
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 (2/2) Rod of Recall (2/2)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 180 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.  | 
amethyst 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.  | 
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.  | 
3 ametrine 3 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.  | 
Achievements
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Arrow Nurge the Halfling Archer level 8
6th Dusk 122nd year of Ascendancy at 18:56 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Arrow Nurge the Halfling Archer level 10
15th Dusk 122nd year of Ascendancy at 02:44 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Arrow Nurge the Halfling Archer level 8
1st Dusk 122nd year of Ascendancy at 07:44 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Arrow Nurge the Halfling Archer level 5
10th Mirth 122nd year of Ascendancy at 00:13 see stats
Log
Arrow Nurge is not dazed anymore.
Arrow Nurge starts to bleed.
Iveremina the elven mage's Earthen Missiles hits Arrow Nurge for 15 physical, 3 physical (18 total damage).
Arrow Nurge performs a ranged critical strike against Iveremina the elven mage!
Iveremina the elven mage is stunned!
Iveremina the elven mage loses sight!
Arrow Nurge's Scatter Shot hits Iveremina the elven mage for 135 physical, , 4 cold (139 total damage).
Iveremina the elven mage's Earthen Missiles hits Arrow Nurge for 15 physical, 3 physical (18 total damage).
Bleeding from Iveremina the elven mage hits Arrow Nurge for 2 physical damage.
Bleeding from Iveremina the elven mage hits Arrow Nurge for 2 physical damage.
Eluwyn the elven warrior uses Distortion Bolt.
Arrow Nurge uses Steady Shot.
Arrow Nurge performs a ranged critical strike against Liseta the mean looking elven guard!
Arrow Nurge's Steady Shot hits Liseta the mean looking elven guard for 239 physical, , 5 cold (244 total damage).
Bleeding from Iveremina the elven mage hits Arrow Nurge for 2 physical damage.
Liseta the mean looking elven guard uses Fearless Cleave.
Arrow Nurge hits Liseta the mean looking elven guard for 1 light damage.
Liseta the mean looking elven guard hits Arrow Nurge for 44 physical damage.
Eluwyn the elven warrior's Distortion Bolt hits Liseta the mean looking elven guard for 41 physical damage.
Arrow Nurge is confused and fails to use Piercing Arrow.
Iveremina the elven mage is not stunned anymore.
Talent Infusion: Healing is ready to use.
Talent Steady Shot is ready to use.
Bleeding from Iveremina the elven mage hits Arrow Nurge for 5 physical damage.
Liseta the mean looking elven guard uses Fearless Cleave.
Saving game...
