










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 20 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 73rd Haze 122nd year of Ascendancy at 12:42 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 64 (base 48) |
| Constitution | 17 (base 14) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 44 (base 38) |
Resources
| Life | -96/478 |
| Stamina | 148/165 |
| Healing Factor | 1.5061497326203 |
| Regeneration | 2.4851470588235 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 9 |
| Infravision | 12 |
| See Stealth | 70.325902294162 |
| See Invisible | 82.325902294162 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 63 |
| Crit Chance | 22% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Acid | +9% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +27% |
Defense: Base
| Armour (hardiness) | 9 (70.376569037657%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 16 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | 20%( 70%) |
| Temporal | 6%( 70%) |
| Blight | 32%( 70%) |
| Nature | 42%( 70%) |
| Cold | 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 194 life over 5 turns. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Venomous Ammunition |
| detrimental effect | Frozen |
| 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 (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 32%. Concealment |
| detrimental effect | The target is in the center of a lightning hurricane, doing 32.44 to 97.31 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | You gain 14% resistance against lightning. Resolve |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Cunning by +1. | done |
You failed to protect the lost warrior from death by CANR. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress&LIGHT_GREEN | 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. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | pair of rough leather boots &039; (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% physical Changes damage: +9% physical Only die when reaching: -80.00 life A pair of boots made of leather. |
| Quiver | Harylin the quiver of yew arrows (23/23, 47.5-66.5 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 47.5 - 66.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Beehek (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes stats: +11 Lck / +5 Str Changes resistances: +10% nature Changes resistances penetration: +10% mind Changes damage: +9% acid Spell save: +5 (+4 eff.) Maximum life: +79.00 Spell crit. chance: +4% Mental crit. chance: +5% Healing mod.: +15% A cap made of leather. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | sneakthief&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Cun / +5 Dex Rings can have magical properties. |
| On fingers | steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 12 fire Changes stats: +3 Con Stun/Freeze immunity: +27% Life regen: +1.40 Light radius: +2 See invisible: +12 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | mighty yew longbow of dexterity (+8)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +5 Str / +8 Dex Changes resistances penetration: +17% physical Longbows are used to shoot arrows at your foes. |
| On hands | iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cleansing cured leather armour of Toknor (2 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +12% nature / +12% blight Critical mult.: +11.00% A suit of armour made of leather. |
| Cloak | enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+3 eff.) 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 (+2 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
This item will automatically be transmogrified when you leave the level.phase door rune of the sneak (range 10; power 25; dur 4) 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. 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. |
This item will automatically be transmogrified when you leave the level.treant& Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +10% Disease immunity: +12% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Zeranik the steel greatsword (33-52.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Changes damage: +9% mind Physical save: +20 (+10 eff.) Spell save: +30 (+17 eff.) Disease immunity: +20% Only die when reaching: -40.00 life Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.chilling steel greatsword of the mystic (28-44.8 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 cold When wielded/worn: Changes stats: +2 Wil / +3 Mag Spellpower: +7 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel greatsword (26-41.6 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
79 alchemist agate0.00 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. |
miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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, costing 182 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By CANR the Cornac Archer level 20
69th Haze 122nd year of Ascendancy at 09:30 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By CANR the Cornac Archer level 9
6th Dusk 122nd year of Ascendancy at 15:05 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By CANR the Cornac Archer level 20
73rd Haze 122nd year of Ascendancy at 01:57 see stats
Level 10 (Roguelike)
Got a character to level 10.By CANR the Cornac Archer level 10
19th Dusk 122nd year of Ascendancy at 05:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By CANR the Cornac Archer level 20
69th Haze 122nd year of Ascendancy at 09:03 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By CANR the Cornac Archer level 15
61st Dusk 122nd year of Ascendancy at 19:25 see stats
The Arena (Roguelike)
Unlocked Arena mode.By CANR the Cornac Archer level 6
78th Pyre 122nd year of Ascendancy at 02:52 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By CANR the Cornac Archer level 19
69th Haze 122nd year of Ascendancy at 08:16 see stats
Log
CANR is invigorated by the attack!
Talent Enhanced Munitions is ready to use.
Hurricane from Urkis, the High Tempest hits CANR for 68 lightning damage.
Numbing Poison from CANR hits Urkis, the High Tempest for 21 nature damage.
CANR&
CANR is invigorated by the attack!
CANR stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits CANR for 65 lightning damage.
CANR is invigorated by the attack!
CANR feels pain again.
Talent Concealment is ready to use.
Talent Explosive Shot is ready to use.
Hurricane from Urkis, the High Tempest hits CANR for 46 lightning damage.
CANR activates Concealment.
CANR is invigorated by the attack!
CANR is encased in ice!
Something hits CANR for 110 cold damage.
CANR is invigorated by the attack!
Hurricane from Urkis, the High Tempest hits CANR for 0 lightning damage.
CANR performs a melee critical strike against CANR!
CANR resists the mind attack!
CANR deactivates Concealment.
CANR hits Iceblock for 56 physical, 3 mind, 19 acid, 11 fire (86 total damage).
Numbing Poison from CANR hits Iceblock for 28 nature damage.
Urkis, the High Tempest casts Shock.
Saving game...





































































