Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 12 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 6 on the 1st Mirth 122nd year of Ascendancy at 20:58 0 / 5Killed by shadow at level 6 on the 1st Mirth 122nd year of Ascendancy at 22:13 Killed by The Withering Thing at level 7 on the 3rd Summertide 122nd year of Ascendancy at 11:07 Killed by poison ooze at level 8 on the 6th Flare 122nd year of Ascendancy at 15:19 Killed by thief at level 12 on the 44th Dusk 122nd year of Ascendancy at 22:28 |
Primary Stats
| Strength | 19 (base 17) |
| Dexterity | 39 (base 27) |
| Constitution | 23 (base 22) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 17) |
| Cunning | 13 (base 12) |
Resources
| Life | -8/316 |
| Stamina | 146/165 |
| Healing Factor | 1.1 |
| Regeneration | 1.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 60 |
| Crit Chance | 7% |
| APR | 10 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Blight | +4% |
| Physical | +5% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 14.64 (43%) |
| Defense | 18.15 |
| Ranged Defense | 18.15 |
| Fatigue | 19 |
| Physical Save | 25.35 |
| Spell Save | 15.1 |
| Mental Save | 20.425 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Light | + 41%( 70%) |
| Nature | + 23%( 70%) |
| Fire | + 21%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 21%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 108 life. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 16% for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 4/5 |
| 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 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 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 / Thalore | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The target is poisoned, taking 30.09 nature damage per turn. Poisoned |
| detrimental effect | The target is poisoned and sick, doing 13.11 nature damage per turn. All damage it does is reduced by 19%. Numbing Poison |
| beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
Quests
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 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 |
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 have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% cold / +6% fire Stamina each turn: +0.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of elm arrows of the leech (4/9, 11.5-16.1 power, 5 apr) quiver of elm arrows of the leech (4/9, 11.5-16.1 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 9 Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits(ranged): +6 slime Arrows are used with bows to pierce your foes to death. |
| 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. |
| On head | stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (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% Physical save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
| On fingers | marksman's copper ring of lightning (+20%) marksman's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| Around waist | Porariabeth PorariabethInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +5% arcane / +3% lightning / +3% nature A belt that goes around your waist. |
| In main hand | Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 75% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9.00 Travel Speed: instantaneous Description: A steady shot, doing 189% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | steady iron gauntlets of dexterity (+2) (0 def, 1 armour) steady iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 Armour: +1 Changes stats: +2 Dex Physical save: +5 Mental save: +5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Torchtreason (2 def, 4 armour) Torchtreason (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer is hit: 8 fire Changes resistances: +6% nature Changes resistances penetration: +5% fire A suit of armour made of mail. |
| Cloak | enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Spell save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | inertial copper amulet inertial copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Pinning immunity: +20% Stamina each turn: +0.30 Amulets can have magical properties. |
Inventory
Faleroddarak FaleroddarakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Allows you to breathe in: water Mindpower: +6 Amulets can have magical properties. |
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 / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
spinel spinel0.00 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb 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 (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 Chest 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), 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 ametrine 2 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. |
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
Level 10
Got a character to level 10.By Akaeron the Thalore Archer level 10
9th Dusk 122nd year of Ascendancy at 19:46 see stats
Log
Thief hits Akaeron for 7 physical, 4 physical damage (total 10.10).
Thief hits Akaeron for 4 physical damage.
Thief hits Akaeron for 11 nature damage.
Assassin Lord misses Akaeron.
Akaeron hits Assassin Lord for 12 blight, 7 fire damage (total 17.84).
Assassin Lord hits Akaeron for 10 physical, 4 acid damage (total 12.63).
Akaeron is poisoned!
Thief misses Akaeron.
Thief misses Akaeron.
Thief hits Akaeron for 6 physical, 5 physical damage (total 9.26).
Akaeron hits thief for 13 blight, 7 fire, 13 blight, 7 fire damage (total 38.23).
Akaeron uses Steady Shot.
Thief slows down.
Akaeron hits thief for 102 physical, 5 nature damage (total 106.65).
Akaeron speeds up.
Thief hits Akaeron for 11 nature damage.
Thief hits Akaeron for 11 nature damage.
Akaeron hits Assassin Lord for 12 blight, 7 fire, 12 blight, 7 fire damage (total 35.69).
Assassin Lord hits Akaeron for 10 physical, 4 acid, 6 physical damage (total 17.68).
Akaeron shoots!
Akaeron hits thief for 34 physical damage.
Akaeron killed thief!
Akaeron slows down.
Akaeron hits thief for 13 blight, 7 fire, 13 blight, 7 fire damage (total 38.23).
Thief hits Akaeron for 7 physical, 4 nature, 4 physical damage (total 13.94).
Saving done.
Saving done.
Saving game...
