Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 | 
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.4.8Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Shalore | 
| Class | Shadowblade | 
| Level / Exp | 5 / 34% | 
| Size | medium | 
| Lifes / Deaths | Killed by white crystal at level 5 on the 76th Pyre 122nd year of Ascendancy at 00:15  / 1 | 
Primary Stats
| Strength | 10 (base 12) | 
| Dexterity | 20 (base 19) | 
| Constitution | 10 (base 10) | 
| Magic | 16 (base 14) | 
| Willpower | 13 (base 10) | 
| Cunning | 20 (base 19) | 
Resources
| Life | -6/149 | 
| Mana | 129/139 | 
| Stamina | 91/112 | 
| Healing Factor | 1 | 
| Regeneration | 0.25 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 5 | 
Offense: Mainhand
| Damage | 16 | 
| Accuracy | 23 | 
| Crit Chance | 11% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 8 | 
| Accuracy | 23 | 
| Crit Chance | 11% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 17 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 7 (30%) | 
| Defense | 20 | 
| Ranged Defense | 20 | 
| Fatigue | 7 | 
| Physical Save | 15 | 
| Spell Save | 18 | 
| Mental Save | 16 | 
Defense: Resistances
| All | + 15%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Confusion Resistance | 22% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 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: 15 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual weapons | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Shalore | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| 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 | 
  | 0/5 | 
  | 1/5 | 
  | 0/5 | 
  | 1/5 | 
Effects
| talent | Chant of Fortitude | 
| talent | Shadow Combat | 
| 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 | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
Quests
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp.  | active | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)).  | done | 
Equipment
| On feet | miner's pair of rough leather boots of tirelessness (0 def, 5 armour) miner's pair of rough leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +12.00 Infravision radius: +1 A pair of boots made of leather.  | 
| 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 | linen wizard hat of nature (+16%) (1 def, 0 armour) linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% nature Changes damage: +11% nature A pointy cloth hat, very wizardly...  | 
| Tool | elm totem of cure ailments [power 1]  (9 cooldown) elm totem of cure ailments [power 1]  (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+4 eff.) Confusion immunity: +22% Rings can have magical properties.  | 
| Around neck | insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold / +10% fire Amulets can have magical properties.  | 
| In main hand | iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly.  | 
| In off hand | iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly.  | 
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather.  | 
Inventory
This item will automatically be transmogrified when you leave the level. potent elm starstaff of might (13-15.6 power, 2 apr, darkness element)potent elm starstaff of might (13-15.6 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% darkness Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art.  | 
This item will automatically be transmogrified when you leave the level. iron battleaxe of vileness (12-18 power, 1 apr)iron battleaxe of vileness (12-18 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +9 blight Massive two-handed battleaxes.  | 
This item will automatically be transmogrified when you leave the level. manaburning iron greatmaul of dampening (17.5-26.25 power, 1 apr)manaburning iron greatmaul of dampening (17.5-26.25 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn When wielded/worn: Changes resistances: +12% acid / +10% fire / +10% cold / +12% lightning Spell save: +7 (+4 eff.) Massive two-handed mauls.  | 
This item will automatically be transmogrified when you leave the level. iron greatsword (15.5-24.8 power, 1 apr)iron greatsword (15.5-24.8 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords.  | 
This item will automatically be transmogrified when you leave the level. Coral Spray (8 def, 8 armour, 48 block)Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean.  | 
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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.  | 
2 ametrine 2 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.  | 
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.  | 
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.  | 
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 178 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.  | 
Achievements
Log
Rested for 21 turns (stop reason: hostile spotted to the west (red crystal)).
Shadow the Hedgehog rushes out!
Red crystal casts Flame Bolt.
Shadow the Hedgehog rushes out!
Red crystal is dazed!
Shadow the Hedgehog hits Red crystal for 19 physical, 8 darkness, 12 physical, 8 darkness (48 total damage).
Red crystal misses Shadow the Hedgehog.
Red crystal is not dazed anymore.
You collect a new ingredient: red crystal shard (1).
Shadow the Hedgehog hits Red crystal for 17 physical damage.
Shadow the Hedgehog killed Red crystal!
Islavea the white worm mass rushes out!
Shadow the Hedgehog is dazed!
Islavea the white worm mass hits Shadow the Hedgehog for 26 physical damage.
Shadow the Hedgehog hits Islavea the white worm mass for 3 light damage.
Shadow the Hedgehog casts Rune: Phase Door.
Shadow the Hedgehog is out of phase.
Shadow the Hedgehog performs a melee critical strike against White crystal!
Shadow the Hedgehog hits White crystal for 6 physical, 3 darkness, 5 physical, 3 darkness (15 total damage).
Shadow the Hedgehog misses White crystal.
Shadow the Hedgehog hits White crystal for 6 physical, 3 darkness (9 total damage).
White crystal casts Ice Bolt.
Shadow the Hedgehog is not dazed anymore.
Saving game...
