Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 | 
| Addons | Items Vault 1.0.1Donators/Buyers bonus!  | 
| Campaign | Arena | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Yeek | 
| Class | Adventurer | 
| Level / Exp | 10 / 23% | 
| Size | small | 
| Lifes / Deaths | Killed by white crystal at level 10 on the 74th Pyre 122nd year of Ascendancy at 22:04  / 1 | 
Primary Stats
| Strength | 9 (base 12) | 
| Dexterity | 10 (base 12) | 
| Constitution | 7 (base 12) | 
| Magic | 14 (base 13) | 
| Willpower | 43 (base 34) | 
| Cunning | 23 (base 19) | 
Resources
| Life | 0/152 | 
| Psi | 71/110 | 
| Equilibrium | 13 | 
| Healing Factor | 1 | 
| Regeneration | 0.25 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25.181650186433% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 6 | 
| Accuracy | 28 | 
| Crit Chance | 6% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 6 | 
| Accuracy | 28 | 
| Crit Chance | 6% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 16 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30.65 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 1 (30%) | 
| Defense | 0 | 
| Ranged Defense | 0 | 
| Fatigue | 0 | 
| Physical Save | 5.6 | 
| Spell Save | 27.475 | 
| Mental Save | 26.55 | 
Defense: Resistances
| All | + 14%( 70%) | 
Defense: Immunities
| Silence Resistance | 17% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 52% | 
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
Class Talents
| Wild-gift / Mucus | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Psionic / Solipsism | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Speed Control | 1.00 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Projection | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Slime | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Psionic / Psi-fighting | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Race / Yeek | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Fungus | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
Effects
| talent | Kinetic Aura | 
| talent | Thermal Aura | 
| talent | Beyond the Flesh | 
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 225 HP on the iceblock remaining. Frozen | 
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena?  | active | 
Equipment
| Psionic focus | iron longsword (8-11.2 power, 2 apr) iron longsword (8-11.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly.  | 
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| In main hand | mossy mindstar (2-2.2 power, 12 apr, mind damage) mossy mindstar (2-2.2 power, 12 apr, mind 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: Mind Mastery: Psiblades 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.  | 
| Main armor | spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +15 Spellpower: +2 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| 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.  | 
| Cloak | regal linen cloak of the Shaloren (1 def, 0 armour) regal linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Mag / +3 Wil Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| In off hand | mossy mindstar (3-3.3 power, 12 apr, mind damage) mossy mindstar (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades 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.  | 
Inventory
regeneration infusion of the duelist (heal 94 over 5 turns) regeneration infusion of the duelist (heal 94 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Dexterity stat. 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.  | 
manasurge rune (600% regen over 10 turns; 30 instant mana) manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
copper ring of arcana(+0.10/turn) copper ring of arcana(+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties.  | 
iron greatsword of erosion (8.5-13.6 power, 1 apr) iron greatsword of erosion (8.5-13.6 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 8.5 - 13.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 nature / +6 temporal Massive two-handed swords.  | 
iron greatsword of massacre (17-27.2 power, 1 apr) iron greatsword of massacre (17-27.2 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords.  | 
mighty rough leather sling of dampening mighty rough leather sling of dampeningRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +6 When wielded/worn: Physical power: +6 Changes stats: +1 Str Changes resistances: +7% fire / +8% cold / +7% lightning / +7% acid Spell save: +5 Slings are used to hurl stones or metal shots at your foes.  | 
ranger's rough leather sling of fire ranger's rough leather sling of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +5 fire When wielded/worn: Changes stats: +1 Dex Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes.  | 
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
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.  | 
Newly picked up stabilizing iron helm of strength (+3) (0 def, 3 armour)stabilizing 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 Physical save: +11 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather.  | 
quiver of elm arrows (7/7, 11-15.4 power, 5 apr) quiver of elm arrows (7/7, 11-15.4 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 7 Arrows are used with bows to pierce your foes to death.  | 
pouch of iron shots (19/19, 10.5-12.6 power, 1 apr) pouch of iron shots (19/19, 10.5-12.6 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 10.5 - 12.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death.  | 
Achievements
			Level 10 (Roguelike)
			Got a character to level 10.By Slimer the Yeek Adventurer level 10
74th Pyre 122nd year of Ascendancy at 20:43 see stats
Log
Slimer releases poisonous spores at unknown.
Giant carpenter ant is poisoned!
Dire wolf is poisoned and cannot move!
Slimer hits Dire wolf for 10 physical, 10 fire, 13 physical (33 total damage).
Spydric Poison from Slimer hits Dire wolf for 28 nature damage.
Poison from Slimer hits Dire wolf for 68 nature damage.
White crystal casts Ice Shards.
White crystal casts Ice Shards.
Insidious Poison from Slimer hits Giant carpenter ant for 28 nature damage.
Slimer converts some damage to Psi!
Giant carpenter ant hits Slimer for 1 to psi, 9 physical (10 total damage).
Dire wolf hits Slimer for 1 to psi, 9 physical (10 total damage).
Your score multiplier increases by 0.1!
Spydric Poison from Slimer hits Dire wolf for 28 nature damage.
Mucus ooze uses Slime Spit.
White crystal slows down.
Spydric Poison from Slimer killed Dire wolf!
Mucus ooze hits White crystal for 21 nature damage.
White crystal misses Mucus ooze.
Mucus ooze uses Slime Spit.
Mucus ooze hits White crystal for 21 nature damage.
Talent Slime Spit is ready to use.
Slimer is encased in ice!
Slimer converts some damage to Psi!
White crystal's Ice Shards hits Slimer for 7 to psi, 46 cold (53 total damage).
White crystal's Ice Shards hits Slimer for (22 to ice), 4 to psi, 28 cold (32 total damage).
Slimer the level 10 yeek adventurer was frozen to death by a white crystal on level 7 of The Arena.
White crystal's Ice Shards killed Slimer!
