Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 6 / 29% |
Size | medium |
Lifes / Deaths | Killed by sick white wolf at level 6 on the 2nd Mirth 122nd year of Ascendancy at 05:44 / 1 |
Primary Stats
Strength | 24 (base 16) |
Dexterity | 28 (base 22) |
Constitution | 16 (base 15) |
Magic | 8 (base 10) |
Willpower | 12 (base 10) |
Cunning | 14 (base 14) |
Resources
Life | -5/200 |
Stamina | 101/120 |
Healing Factor | 1.1 |
Regeneration | 1.375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 32 |
Accuracy | 39 |
Crit Chance | 8% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 7.3 |
Ranged Defense | 7.3 |
Fatigue | 9 |
Physical Save | 14 |
Spell Save | 7 |
Mental Save | 9.1 |
Defense: Resistances
All | 0%( 70%) |
Light | + 30%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Inscriptions (2/3)
Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Class Talents
Technique / Archery - bows | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 0.90 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/10 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +2. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
Equipment
On feet | scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | acidic quiver of elm arrows of crippling (1/9, 11-15.4 power, 5 apr) acidic quiver of elm arrows of crippling (1/9, 11-15.4 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.0 - 15.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +7.0% Capacity: 9 Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits(ranged): +6 acid Arrows are used with bows to pierce your foes to death. |
On hands | sand iron gauntlets of dexterity (+2) (0 def, 6 armour) sand iron gauntlets of dexterity (+2) (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +6 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 physical Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
On head | iron helm of strength (+4) (0 def, 3 armour) iron helm of strength (+4) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +11% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of arcane power copper ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Spellpower: +6 Rings can have magical properties. |
On fingers | mule's copper ring of arcana(+0.10/turn) mule's copper ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumberance: +21 Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
Main armor | Olechik (1 def, 2 armour) Olechik (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes stats: +1 Wil Allows you to breathe in: water A suit of armour made of leather. |
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. Attack speed: 80% Firing range: +6 Longbows are used to shoot arrows at your foes. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
sun infusion (rad 5; power 20; turns 3) sun infusion (rad 5; power 20; turns 3)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). It will also blind any creatures caught inside (power 20) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
Runeblek (14.5-21.75 power, 1 apr) Runeblek (14.5-21.75 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Defense: +4 Changes resistances: +12% lightning Mental save: +6 Massive two-handed maul. |
Newly picked up iron longsword of massacre (12.5-17.5 power, 2 apr)iron longsword of massacre (12.5-17.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
manaburning iron longsword (6.5-9.1 power, 2 apr) manaburning iron longsword (6.5-9.1 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +12 manaburn Sharp, long, and deadly. |
mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
potent elm starstaff (12-14.4 power, 2 apr, light damage) potent elm starstaff (12-14.4 power, 2 apr, light damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4 Uses stat: 100% Mag Damage type: Light Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% light Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Erasus (7-9.8 power, 2 apr) Erasus (7-9.8 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 20% mind When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +15% mind Changes damage: +6% mind One-handed war axes. |
Gunyrand (1 def, 0 armour) Gunyrand (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 Damage when the wearer hits(melee): 4 physical Damage when the wearer is hit: 8 physical Changes resistances penetration: +15% arcane A pointy cloth hat, very wizardly... |
Adotta (2 def, 4 armour) Adotta (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 Fatigue: +7% Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 8 acid Changes damage: +24% acid A suit of armour made of leather. |
Polatta (4 def, 2 armour, 19.5 block) Polatta (4 def, 2 armour, 19.5 block)Requires: - Strength 11 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +4% physical / +6% lightning / +3% mind Talent granted: +1 Block Teleport immunity: +10% Handheld deflection devices |
reinforced iron shield (4 def, 7 armour, 41.5 block) reinforced iron shield (4 def, 7 armour, 41.5 block)Requires: - Strength 11 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
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 Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
Dagalach DagalachPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 4 acid Changes resistances: +5% arcane Changes resistances penetration: +5% acid 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
supercharged elm totem of thorny skin [power 12] (28 cooldown) supercharged elm totem of thorny skin [power 12] (28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 12 and armour hardiness by 30%, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick elm wand of conjuration [power 40] (5 cooldown) quick elm wand of conjuration [power 40] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 20-40), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% 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 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 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
Log
Sick white wolf hits Deadshot for 8 physical damage.
Deadshot hits shadow for 42 physical, 6 acid damage (total 47.20).
Deadshot killed shadow!
Talent Flare is ready to use.
Talent Infusion: Wild is ready to use.
Talent Steady Shot is ready to use.
Deadshot stops regenerating health quickly.
You are unable to move!
Deadshot uses Infusion: Wild.
Deadshot is cured!
Deadshot lessens the pain.
You are unable to move!
Sick white wolf hits Deadshot for 7 physical damage.
Talent Piercing Arrow is ready to use.
Sick white wolf howls
Sick white wolf hits Deadshot for 7 physical damage.
Sick white wolf hits Deadshot for 7 physical damage.
Deadshot is no longer dominated.
Shadow hits Deadshot for 24 physical damage.
Deadshot performs a critical strike!
Shadow casts Fade.
Shadow fades!
Deadshot hits shadow for 0 physical, 0 physical, 0 physical, 0 physical damage (total 0.00).
Deadshot hits sick white wolf for 6 physical damage.
Sick white wolf hits Deadshot for 7 physical damage.
Shadow casts Blindside.
Deadshot feels pain again.
Saving done.
Saving done.
Saving game...