











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 27 / 58% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 16 on the 72nd Dusk 122nd year of Ascendancy at 09:59 0 / 8Killed by Bratodzo the Bringer of Doom at level 17 on the 2nd Haze 122nd year of Ascendancy at 13:03 Killed by dreaming horror at level 18 on the 5th Haze 122nd year of Ascendancy at 16:51 Killed by Lisulranor the ghoulking at level 22 on the 3rd Pyre 123rd year of Ascendancy at 20:47 Killed by Celia at level 22 on the 17th Pyre 123rd year of Ascendancy at 12:13 Killed by Xerobrenne the heavy bone giant at level 24 on the 72nd Pyre 123rd year of Ascendancy at 21:23 Killed by Celia at level 27 on the 24th Dusk 123rd year of Ascendancy at 14:16 Killed by Celia at level 27 on the 24th Dusk 123rd year of Ascendancy at 15:46 |
Primary Stats
Strength | 56 (base 32) |
Dexterity | 68 (base 58) |
Constitution | 40 (base 34) |
Magic | 10 (base 10) |
Willpower | 24 (base 10) |
Cunning | 28 (base 13) |
Resources
Life | -57/677 |
Stamina | 173/173 |
Healing Factor | 1.4142857142857 |
Regeneration | 11.667857142857 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 45.549391208114 |
See Invisible | 45.549391208114 |
Offense: Mainhand
Damage | 115 |
Accuracy | 72 |
Crit Chance | 23% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Temporal | +12% |
Physical | +10% |
All | +2% |
Nature | +43% |
Offense: Damage Penetration
Darkness | +5% |
Lightning | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 38 (70.376569037657%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 22 |
Mental Save | 45 |
Defense: Resistances
Darkness | + 20%( 70%) |
Fire | + 35%( 70%) |
Temporal | + 28%( 70%) |
Nature | + 44%( 70%) |
Physical | + 21%( 70%) |
Cold | + 34%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 45% |
Disarm Resistance | 38% |
Confusion Resistance | 31% |
Silence Resistance | 41% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
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 157 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. |
Class Talents
Technique / Archery prowess | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 11%. Exhaustion |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | 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 Minotaur. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 25. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of elder vampire blood. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed storm wyrm claw. * You've found the needed pouch of bone giant dust. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * '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.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of fire wyrm saliva. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 66.0 - 92.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +29 Crit. chance: +14.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 158 physical damage Travel speed: +400% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +20 arcane / +29 physical Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +2% physical / +6% temporal Mental save: +22 (+8 eff.) Silence immunity: +20% Pinning immunity: +20% Light radius: +5 See stealth: +20 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con Physical save: +12 (+4 eff.) A cap made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Cun / +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +6% darkness / +3% physical Disarm immunity: +38% Pinning immunity: +25% Knockback immunity: +25% Life regen: +2.00 Maximum life: +29.00 Light radius: +1 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Critical mult.: +5.00% A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% Damage (Ranged): +20 acid When wielded/worn: Changes resistances: +12% nature Changes resistances penetration: +5% darkness Changes damage: +18% acid / +27% nature Longbows are used to shoot arrows at your foes. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Damage (Melee): 10 temporal Damage (Ranged): 5 temporal Changes stats: +2 Dex Changes resistances: +9% temporal Changes damage: +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +12 Defense: +20 (+6 eff.) Fatigue: +8% Changes stats: +2 Str Changes resistances: +24% fire Mental save: +18 (+6 eff.) Mindpower: +10 (+5 eff.) A suit of armour made of leather. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Armour: +12 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% Changes resistances: +12% nature / +22% cold Changes resistances penetration: +10% nature Changes damage: +6% nature / +3% temporal Critical mult.: +24.00% Stealth bonus: +9 Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +11 Str Changes resistances: +2% physical Changes resistances penetration: +5% lightning Physical save: +9 (+3 eff.) Maximum stamina: +10.00 Amulets can have magical properties. |
Inventory
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 90 power out of 100/100. The very essence of bearness! |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 90 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 Activation costs 182 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. |
![]() Powered 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) Activation costs 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. |
Achievements
By Forest the Cornac Archer level 17
2nd Haze 122nd year of Ascendancy at 14:29 see stats
By Forest the Cornac Archer level 20
29th Regrowth 123rd year of Ascendancy at 16:52 see stats
By Forest the Cornac Archer level 19
71st Haze 122nd year of Ascendancy at 15:57 see stats
By Forest the Cornac Archer level 23
33rd Pyre 123rd year of Ascendancy at 04:32 see stats
By Forest the Cornac Archer level 19
26th Regrowth 123rd year of Ascendancy at 14:13 see stats
By Forest the Cornac Archer level 21
42nd Regrowth 123rd year of Ascendancy at 08:39 see stats
By Forest the Cornac Archer level 22
68th Regrowth 123rd year of Ascendancy at 18:32 see stats
By Forest the Cornac Archer level 10
1st Dusk 122nd year of Ascendancy at 15:47 see stats
By Forest the Cornac Archer level 20
28th Regrowth 123rd year of Ascendancy at 13:43 see stats
By Forest the Cornac Archer level 27
11st Dusk 123rd year of Ascendancy at 04:39 see stats
By Forest the Cornac Archer level 15
59th Dusk 122nd year of Ascendancy at 08:54 see stats
By Forest the Cornac Archer level 26
4th Flare 123rd year of Ascendancy at 03:31 see stats
By Forest the Cornac Archer level 25
79th Pyre 123rd year of Ascendancy at 18:56 see stats
By Forest the Cornac Archer level 23
46th Pyre 123rd year of Ascendancy at 18:23 see stats
By Forest the Cornac Archer level 7
3rd Mirth 122nd year of Ascendancy at 02:54 see stats
By Forest the Cornac Archer level 18
12nd Haze 122nd year of Ascendancy at 16:19 see stats
By Forest the Cornac Archer level 15
68th Dusk 122nd year of Ascendancy at 20:04 see stats
By Forest the Cornac Archer level 18
12nd Haze 122nd year of Ascendancy at 08:23 see stats
By Forest the Cornac Archer level 20
40th Regrowth 123rd year of Ascendancy at 03:25 see stats
By Forest the Cornac Archer level 27
24th Dusk 123rd year of Ascendancy at 14:16 see stats
Log
Forest uses Infusion: Healing.
Forest receives 256 healing from Infusion: Healing.
Forest activates Concealment.
Forest activates Aim.
Forest deactivates Concealment.
Forest is encased in ice!
Something leeches life from Forest!
Something hits Forest for 215 cold damage.
Something receives 34 healing from Forest.
Forest performs a melee critical strike against Forest!
Forest shrugs off the critical damage!
Ran for 1 turns (stop reason: didn't move).
Forest hits Iceblock for 25 physical, 12 temporal (35 total damage).
Something hits Forest for (89 to ice), 133 darkness (133 total damage).
Ran for 1 turns (stop reason: didn't move).
Forest hits Iceblock for 24 physical, 12 temporal (34 total damage).
Ran for 1 turns (stop reason: didn't move).
Forest hits Iceblock for 21 physical, 12 temporal (32 total damage).
Ran for 1 turns (stop reason: didn't move).
Forest hits Iceblock for 22 physical, 12 temporal (33 total damage).
Something hits Forest for (91 to ice), 137 darkness (137 total damage).
Forest is free from the ice.
Forest hits Iceblock for 21 physical, 12 temporal (32 total damage).
Saving game...