










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 11 / 9% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 20 (base 14) |
| Dexterity | 39 (base 24) |
| Constitution | 19 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 20 (base 19) |
| Cunning | 32 (base 21) |
Resources
| Life | 315/315 |
| Stamina | 133/155 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 2.4281377329499 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +101.5% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 54.390773745007 |
| See Invisible | 54.390773745007 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +14% |
| Physical | +5% |
Offense: Damage Penetration
| Fire | +29% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 10 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 6%( 70%) |
| Cold | + 21%( 70%) |
| Fire | + 8%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 19% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Concealment |
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 21%. Concealment |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity 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 |
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 | Adorinor the Plagueclamor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 43% Damage when hit (Melee): 2 nature Changes stats: +4 Str / +4 Con Changes resistances: +9% lightning / +9% fire Changes damage: +5% physical Size category: +1 A pair of boots made of leather. |
| Quiver | flaming quiver of elm arrows (16/16, 16-22 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Damage (radius 1) on hit: +9 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Velotira the BurnwilderInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +20% fire Critical mult.: +5.00% Mental save: +6 (+3 eff.) Mana when firing critical spell: +1.00 Spell crit. chance: +1% Light radius: +3 Infravision radius: +3 See stealth: +7 See invisible: +7 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 | grounding rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% lightning / +5% temporal A cap made of leather. |
| Tool | evasive iron torque of clear mind [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Hazequarry'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +3% cold Stun/Freeze immunity: +20% Life regen: +2.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Rings make your fingers look great! |
| On fingers | EarilinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Only die when reaching: -40.00 life Rings make your fingers look great! |
| Around waist | rough leather belt 'Silath'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes stats: +4 Dex / +4 Cun / +5 Lck Changes resistances: +6% blight / +6% lightning Trap disarming bonus: +8 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | blazebringer's elm longbowRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +1% Longbows are used to shoot arrows at your foes. |
| Main armor | cured leather armour of command (11 def, 8 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +11 (+4 eff.) Fatigue: +7% Changes stats: +2 Cun Mental save: +11 (+5 eff.) A suit of armour made of leather. |
| Cloak | resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings make your fingers look great! |
Bregador the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Changes resistances: +3% blight Blindness immunity: +20% Knockback immunity: +10% Life regen: +2.00 Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
brass lantern of healthInfused by nature 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 172 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 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) 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. |
innervating elm totem of healing [power 110] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm wand of clairvoyance [power 9] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 31 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Legolass the Thalore Archer level 10
9th Mirth 122nd year of Ascendancy at 23:51 see stats
Log
Legolass switches her weapons to: mighty rough leather sling
Adarialle the Dazzlewill.
You require a bow to use this talent.
Legolass deactivates Concealment.
Legolass switches her weapons to: elm longbow
flaming quiver of elm arrows.
Talent Concealment is ready to use.
Legolass activates Concealment.
Sold: mighty rough leather sling for 1.65 gold.
Sold: steady rough leather sling of cunning (+3) for 2.42 gold.
Bought: blazebringer's elm longbow for 89.15 gold.
Legolass deactivates Intuitive Shots.
Legolass deactivates Concealment.
Legolass wears: blazebringer's elm longbow.
Sold: elm longbow for 0.25 gold.
Ran for 9 turns (stop reason: didn't move).
Talent Intuitive Shots is ready to use.
Talent Concealment is ready to use.
Legolass activates Concealment.
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
































































