Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Inventory Show All Tabs By Default 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 2 / 54% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
| Strength | 16 (base 15) |
| Dexterity | 19 (base 18) |
| Constitution | 12 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 13 (base 12) |
Resources
| Life | 128/128 |
| Positive | 0/53 |
| Stamina | 110/110 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 23 |
| Crit Chance | 5% |
| APR | 1 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14.3 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Fire | +8% |
| Darkness | +11% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 4.15 |
| Ranged Defense | 4.15 |
| Fatigue | 11 |
| Physical Save | 18.8 |
| Spell Save | 14.75 |
| Mental Save | 15.1 |
Defense: Resistances
| Darkness | + 33%( 70%) |
| Acid | + 20%( 70%) |
| Cold | + 16%( 70%) |
| Light | + 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift 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). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | active |
Equipment
| Quiver | pouch of iron shots (14/14, 9.5-11.4 power, 1 apr) pouch of iron shots (14/14, 9.5-11.4 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 9.5 - 11.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 14 Shots are used with slings to pummel your foes to death. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (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: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged elm wand of detection [power 6] (20 cooldown) supercharged elm wand of detection [power 6] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to detect the presence of creatures around you (rad 6), placing all other charms into a 20 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's copper ring of darkness (+22%) savior's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +5 Spell save: +6 Mental save: +6 Rings can have magical properties. |
| On fingers | titan's copper ring of corrosion (+20%) titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +4 Rings can have magical properties. |
| Around neck | inertial copper amulet inertial copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Pinning immunity: +21% Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | rough leather sling of fire rough leather sling of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +5 fire When wielded/worn: Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. |
| Main armor | prismatic rough leather armour of cold resistance (1 def, 2 armour) prismatic rough leather armour of cold resistance (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +16% cold / +11% darkness / +11% light A suit of armour 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. |
Inventory
Newly picked up iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 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. |
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. |
Achievements
Log
Sling Slanger shoots!
Sling Slanger hits blue crystal for 21 physical, 6 fire damage (total 26.40).
Sling Slanger uses Steady Shot.
Blue crystal casts Phase Door.
Talent Steady Shot is ready to use.
Spellblaze Crystal casts Ice Shards.
Quest 'Escort: lost anorithil (level 3 of Scintillating Caves)' is done! (Press 'j' to see the quest log)
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (Spellblaze Crystal - offscreen)).
Sling Slanger casts Healing Light.
Spellblaze Crystal casts Soul Rot.
Spellblaze Crystal hits Sling Slanger for 38 blight damage.
Talent Healing Light is ready to use.
Resting starts...
Sling Slanger uses Reload.
You begin reloading.
Talent Reload is ready to use.
Your pouch of iron shots is full.
Rested for 43 turns (stop reason: all resources and life at maximum).
