Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 | 
| Addons | Items Vault 1.0.3 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Halfling | 
| Class | Shadowblade | 
| Level / Exp | 10 / 65% | 
| Size | small | 
| Lifes / Deaths | Killed by red crystal at level 10 on the 9th Dusk 122nd year of Ascendancy at 20:45/ 1 | 
Primary Stats
| Strength | 10 (base 13) | 
| Dexterity | 22 (base 16) | 
| Constitution | 11 (base 10) | 
| Magic | 24 (base 24) | 
| Willpower | 10 (base 10) | 
| Cunning | 32 (base 26) | 
Resources
| Life | -13/302 | 
| Mana | 89/124 | 
| Stamina | 38/87 | 
| Healing Factor | 1 | 
| Regeneration | 29.37 | 
Speed
| Mental | +8.58% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | +8.58% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 13 | 
| Accuracy | 30 | 
| Crit Chance | 19% | 
| APR | 8 | 
| Speed | 0.74 | 
Offense: Offhand
| Damage | 11 | 
| Accuracy | 30 | 
| Crit Chance | 18% | 
| APR | 5 | 
| Speed | 0.92 | 
Offense: Spell
| Spellpower | 25.44 | 
| Crit Chance | 8% | 
| Speed | 0.92097992263769 | 
Offense: Mind
| Mindpower | 19.8 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 3 (30%) | 
| Defense | 22.320992719827 | 
| Ranged Defense | 22.320992719827 | 
| Fatigue | 3 | 
| Physical Save | 7.35 | 
| Spell Save | 11.9 | 
| Mental Save | 14.7 | 
Defense: Resistances
| Temporal | + 18%( 70%) | 
| Cold | + 19%( 70%) | 
| Fire | + 19%( 70%) | 
| All | + 14%( 70%) | 
Defense: Immunities
| Disarm Resistance | 26% | 
| Pinning Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 21% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 126 life. Its effects scale with your Willpower stat. | 
Class Talents
| Cunning / Shadow magic | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Dual techniques | 1.20 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Ambush | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Dual weapons | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Phantasm | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Halfling | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.10 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
Effects
| talent | Shadow Feed | 
| talent | Blur Sight | 
| beneficial effect | A flow of life spins around the target, regenerating 29.12 life per turn.Regeneration | 
| beneficial effect | The target ignores pain, reducing all damage taken by 14%.Pain Suppression | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns).Infusion Saturation | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You failed to protect the lone alchemist from death by rattlesnake.Escort: lone alchemist (level 3 of Norgos Lair) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It 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 darkness The 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 Possessed. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| Light source | bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +3 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 | rough leather cap of dexterity (+2) (0 def, 1 armour)rough leather cap of dexterity (+2) (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: +2 Dex A cap made of leather. | 
| Tool | Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: -5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. | 
| On fingers | mule's steel ring of tenacitymule's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Disarm immunity: +26% Pinning immunity: +20% Knockback immunity: +21% Rings can have magical properties. | 
| Around neck | copper amulet of cunning (+2)copper amulet of cunning (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. | 
| In main hand | Skeletal Claw (19-20.9 power, 8 apr)Skeletal Claw (19-20.9 power, 8 apr) Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 19.0 - 20.9 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 80% Damage when this weapon hits: +15 bleed Burst (radius 2) on crit: +20 bleed Talent on hit(spell): Bone Grab (10% chance level 1). It can be used to activate talent Bone Grab (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 31.01 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. | 
| Around waist | insulating rough leather beltinsulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire A belt that goes around your waist. | 
| In off hand | arcing iron dagger of paradox (6-7.8 power, 5 apr)arcing iron dagger of paradox (6-7.8 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 6.0 - 7.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +4 lightning / +5 temporal When wielded/worn: Damage when the wearer is hit: 5 temporal Changes resistances: +5% temporal Sharp, short and deadly. | 
| Cloak | linen cloak of Eldoral (1 def, 0 armour)linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor | spiked rough leather armour of resilience (1 def, 2 armour)spiked rough leather armour of resilience (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 11 physical Maximum life: +20.00 A suit of armour made of leather. | 
Inventory
| 3 agate3 agate 0.00 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 Gems can be sold for money or used in arcane rituals. | 
| 8 spinel8 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. | 
| Scrying OrbScrying Orb Powered 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, 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 ChestTransmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. | 
| 2 ametrine2 ametrine 0.00 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% Gems can be sold for money or used in arcane rituals. | 
| 4 citrine4 citrine 0.00 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 Gems can be sold for money or used in arcane rituals. | 
| 2 zircon2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Gu the Halfling Shadowblade level 10
3rd Dusk 122nd year of Ascendancy at 22:34 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Gu the Halfling Shadowblade level 5
78th Pyre 122nd year of Ascendancy at 19:31 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Gu the Halfling Shadowblade level 9
8th Flare 122nd year of Ascendancy at 07:16 see stats
Log
White crystal casts Ice Shards.
Red crystal hits Gu for 31 fire damage.
White crystal hits Gu for 60 cold damage.
Gu rushes out!
Gu performs a critical strike!
White crystal is dazed!
Gu hits white crystal for 15 physical, 3 physical, 29 physical, 4 lightning, 5 temporal damage (total 54.23).
Red crystal hits Gu for 31 fire damage.
White crystal misses Gu.
Gu performs a critical strike!
White crystal is not dazed anymore.
Gu hits white crystal for 23 physical, 3 physical, 4 physical, 15 physical, 4 lightning, 5 temporal damage (total 51.38).
Gu killed white crystal!
Gu stops burning.
Gu uses Infusion: Wild.
Gu lessens the pain.
Gu casts Phase Door.
Selects a target to teleport...
Selects a teleport location...
Talent Infusion: Regeneration is ready to use.
Gu uses Infusion: Regeneration.
Gu starts regenerating health quickly.
Red crystal casts Flame.
Saving done.
Saving done.
Saving game...
