











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 | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 23 / 87% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 23 on the 78th Haze 122nd year of Ascendancy at 02:30 / 1 |
Primary Stats
Strength | 26 (base 12) |
Dexterity | 69 (base 53) |
Constitution | 43 (base 41) |
Magic | 10 (base 10) |
Willpower | 27 (base 10) |
Cunning | 35 (base 12) |
Resources
Life | -297/553 |
Stamina | 201/208 |
Healing Factor | 1.3397742564934 |
Regeneration | 8.105634251785 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 28.508560162218 |
See Invisible | 28.508560162218 |
Offense: Mainhand
Damage | 69 |
Accuracy | 52 |
Crit Chance | 9% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Light | +10% |
Temporal | +15% |
Cold | +15% |
Fire | +10% |
Offense: Damage Penetration
Arcane | +10% |
Acid | +11% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 26 (49.007671158813%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 28 |
Mental Save | 33 |
Defense: Resistances
Acid | + 25%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 45%( 70%) |
All | + 13%( 70%) |
Darkness | + 27%( 70%) |
Light | + 44%( 70%) |
Mind | + 27%( 70%) |
Lightning | + 48%( 70%) |
Fire | + 41%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 43% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 / 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 / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength 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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 explosive force. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 23 On weapon hit: * 20% chance to reduce armor by 10% * 20% chance to slow global speed by 47% * 20% chance to knock the target back 3 spaces and deal 123 physical damage Damage (Ranged): +12 acid / +11 physical Damage (radius 2) on crit: +12 acid Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +5 Cun / +6 Wil Physical save: +9 (+5 eff.) Mental save: +14 (+7 eff.) Confusion immunity: +20% Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 88 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +6 Cun Psi when hit: +0.04 Mindpower: +10 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Wil Changes resistances: +26% lightning / +3% cold / +6% nature Changes damage: +13% lightning Spell save: +3 (+1 eff.) Disarm immunity: +10% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 13% chance to reduce all saves and defense by 21 Damage (Melee): 12 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 21 Damage (Ranged): 7 physical Changes stats: +3 Cun / +5 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% darkness / +5% arcane / +6% light Changes resistances penetration: +10% arcane Changes damage: +15% temporal Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +14 acid / +15 nature When wielded/worn: Armour penetration: +8 Changes resistances: +14% acid / +14% lightning / +14% cold / +14% fire / +6% all Changes resistances penetration: +11% acid / +12% nature Spell save: +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 21 power out of 24/24) : Effective talent level: 2.0 Power cost: 21 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 130.37 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% mind Mental save: +11 (+5 eff.) Life regen: +2.80 Stamina each turn: +0.60 A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% mind Confusion immunity: +23% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage Travel speed: +200% Damage (Ranged): +8 physical Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes resistances: +3% acid Physical save: +6 (+3 eff.) Poison immunity: +10% Only die when reaching: -40.00 life Maximum life: +40.00 Light radius: +3 Healing mod.: +12% 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By John Everyguy the Cornac Archer level 21
18th Haze 122nd year of Ascendancy at 10:18 see stats
By John Everyguy the Cornac Archer level 18
45th Dusk 122nd year of Ascendancy at 09:59 see stats
By John Everyguy the Cornac Archer level 19
47th Dusk 122nd year of Ascendancy at 05:25 see stats
By John Everyguy the Cornac Archer level 10
8th Mirth 122nd year of Ascendancy at 21:20 see stats
By John Everyguy the Cornac Archer level 20
47th Dusk 122nd year of Ascendancy at 05:25 see stats
By John Everyguy the Cornac Archer level 21
76th Dusk 122nd year of Ascendancy at 15:18 see stats
By John Everyguy the Cornac Archer level 21
58th Dusk 122nd year of Ascendancy at 01:08 see stats
By John Everyguy the Cornac Archer level 21
76th Dusk 122nd year of Ascendancy at 09:05 see stats
Log
The shield around elven cultist crumbles.
Decrepitude Disease from Elven cultist hits John Everyguy for 37 blight damage.
John Everyguy's Shoot hits Elven cultist for (78 absorbed), 0 physical, (11 absorbed), 0 acid, (6 absorbed), 10 physical (10 total damage).
John Everyguy uses Headshot.
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
John Everyguy is afflicted by a rotting disease!
Elven cultist casts Soul Rot.
Elven cultist hits John Everyguy for 108 blight damage.
John Everyguy's Headshot hits Elven cultist for 189 physical damage.
John Everyguy's Headshot killed Elven cultist!
The shield around elven cultist crumbles.
John Everyguy is recovering from the damage!
Rotting Disease from Elven cultist hits John Everyguy for 67 blight damage.
Decrepitude Disease from Elven cultist hits John Everyguy for 43 blight damage.
John Everyguy is afflicted by a weakness disease!
Elven cultist's Soul Rot hits John Everyguy for 193 blight damage.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
John Everyguy uses Infusion: Wild.
John Everyguy lessens the pain.
John Everyguy uses Infusion: Regeneration.
John Everyguy starts regenerating health quickly.
Rotting Disease from Elven cultist hits John Everyguy for 58 blight damage.
Decrepitude Disease from Elven cultist hits John Everyguy for 37 blight damage.
Weakness Disease from Elven cultist hits John Everyguy for 33 blight damage.
Elven cultist's Soul Rot hits John Everyguy for 297 blight damage.
John Everyguy the level 23 cornac archer was debilitated by noxious blight before falling to death by an elven cultist on level 1 of Mark of the Spellblaze.