Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 45 / 30% |
| Size | small |
| Lifes / Deaths | Killed by KickAss VI at level 45 on the 1st Mirth 122nd year of Ascendancy at 12:04 / 1 |
Primary Stats
| Strength | 57 (base 17) |
| Dexterity | 96 (base 60) |
| Constitution | 68 (base 47) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 82 (base 60) |
Resources
| Life | -162/1284 |
| Stamina | 98/140 |
| Healing Factor | 1 |
| Regeneration | 77.222212357905 |
Speed
| Mental | -25.54347826087% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 191 |
| Accuracy | 86 |
| Crit Chance | 97% |
| APR | 74 |
| Speed | 1.07 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37.65 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (50%) |
| Defense | 40.733166666667 |
| Ranged Defense | 47.399833333333 |
| Fatigue | 25 |
| Physical Save | 37.5125 |
| Spell Save | 21.3125 |
| Mental Save | 32.8625 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 688 damage for 6 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 0.90 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Archery - slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Crippling Poison |
| talent | Numbing Poison |
| talent | Slow Motion |
| detrimental effect | The target is on fire, taking 170.67 fire damage per turn. Burning |
| beneficial effect | A flow of life spins around the target, regenerating 69.96 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 15 defense. Evasion |
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
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | elemental pouch of voratun shots of annihilation (23/24, 62-74.4 power, 15 apr) elemental pouch of voratun shots of annihilation (23/24, 62-74.4 power, 15 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +14.0% Capacity: 24 On weapon hit: * Random elemental explosion Travel speed: +200% Shots are used with slings to pummel your foes to death. |
| Light source | dreamer's alchemist's lamp of health dreamer's alchemist's lamp of healthInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +6 (+3 eff.) Maximum life: +51.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | warlord's drakeskin leather cap of trickery (0 def, 5 armour) warlord's drakeskin leather cap of trickery (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +5 Wil / +4 Cun Changes resistances: +9% physical Physical save: +9 (+4 eff.) A cap made of leather. |
| Tool | warded stralite torque of kinetic psionic shield [power 101] (20 cooldown) warded stralite torque of kinetic psionic shield [power 101] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +1 physical / +3 mind / +4 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 101 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +8 Str / +10 Con Rings can have magical properties. |
| On fingers | sneakthief's steel ring of the mind (+12%) sneakthief's steel ring of the mind (+12%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +12% mind Changes damage: +12% mind Rings can have magical properties. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 36% chance to completely evade them and granting you 43 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | steady drakeskin leather sling of power steady drakeskin leather sling of powerRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +9 (+2 eff.) Changes resistances penetration: +14% physical Changes damage: +11% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
| On hands | blighted rough leather gloves of strength (+2) (0 def, 1 armour) blighted rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Str Changes resistances: +6% blight Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant hardened leather armour of the deep (3 def, 10 armour) radiant hardened leather armour of the deep (3 def, 10 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 6 light Changes stats: +3 Wil Changes resistances: +7% acid / +6% cold / +10% darkness / +10% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
| Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 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 | warmaker's voratun amulet of dexterity (+8) warmaker's voratun amulet of dexterity (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +19 Dex / +7 Wil Amulets can have magical properties. |
Inventory
heroism infusion (+5 for 10 turns, die at -449) heroism infusion (+5 for 10 turns, die at -449)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -449 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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. |
marksman's copper ring of power marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +5 (+1 eff.) Changes stats: +3 Dex Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
treant's voratun ring treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature / +8% blight Poison immunity: +19% Disease immunity: +18% Rings can have magical properties. |
quick stralite battleaxe of erosion (46-69 power, 3 apr) quick stralite battleaxe of erosion (46-69 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% Damage (Melee): +24 nature / +20 temporal When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +7 Dex Massive two-handed battleaxes. |
arcing orichalcum trident of amnesia (53.5-85.6 power, 16 apr) arcing orichalcum trident of amnesia (53.5-85.6 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +26 lightning When wielded/worn: A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident (36-57.6 power, 13 apr) arcing orite trident (36-57.6 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +23 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orichalcum trident of shearing (53-84.8 power, 16 apr) glacial orichalcum trident of shearing (53-84.8 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +35 ice When wielded/worn: Armour penetration: +21 Armour: +16 Changes resistances penetration: +19% cold / +21% physical Changes damage: +17% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% fire / +6% cold A belt that goes around your waist. |
fearforged voratun plate armour of implacability (9 def, 23 armour) fearforged voratun plate armour of implacability (9 def, 23 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+3 eff.) Fatigue: +29% Changes stats: +6 Con Changes resistances: +13% fire / -20% light / +8% darkness Physical save: +24 (+9 eff.) Spell save: +9 (+4 eff.) Mental save: +10 (+5 eff.) A suit of armour made of metal plates. |
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. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Madman Max I the Halfling Archer level 22
76th Pyre 122nd year of Ascendancy at 04:41 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Madman Max I the Halfling Archer level 37
79th Pyre 122nd year of Ascendancy at 07:31 see stats
Grand Master (Roguelike)
Earned the rank of Grand Master in the arena.By Madman Max I the Halfling Archer level 36
79th Pyre 122nd year of Ascendancy at 04:32 see stats
Level 10 (Roguelike)
Got a character to level 10.By Madman Max I the Halfling Archer level 10
74th Pyre 122nd year of Ascendancy at 22:20 see stats
Level 20 (Roguelike)
Got a character to level 20.By Madman Max I the Halfling Archer level 20
75th Pyre 122nd year of Ascendancy at 21:56 see stats
Level 30 (Roguelike)
Got a character to level 30.By Madman Max I the Halfling Archer level 30
77th Pyre 122nd year of Ascendancy at 17:26 see stats
Level 40 (Roguelike)
Got a character to level 40.By Madman Max I the Halfling Archer level 40
79th Pyre 122nd year of Ascendancy at 16:56 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Madman Max I the Halfling Archer level 39
79th Pyre 122nd year of Ascendancy at 15:15 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Madman Max I the Halfling Archer level 32
78th Pyre 122nd year of Ascendancy at 08:44 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Madman Max I the Halfling Archer level 23
76th Pyre 122nd year of Ascendancy at 10:14 see stats
Log
Crippling Poison from Madman Max I hits KickAss VI for (21 converted), 0 nature (0 total damage).
Burning from KickAss VI hits Madman Max I for 74 fire damage.
KickAss VI casts Flame.
KickAss VI's spell attains critical power!
KickAss VI hits Madman Max I for 370 fire damage.
Madman Max I uses Infusion: Regeneration.
Madman Max I starts regenerating health quickly.
Madman Max I is no longer evading attacks.
KickAss VI converts damage to mana!
KickAss VI's cleansing fire area effect hits KickAss VI for (6 converted), 0 fire (0 total damage).
KickAss VI's cleansing fire area effect hits Madman Max I for 74 fire damage.
Madman Max I tries to evade attacks.
Talent Strangling Shot is ready to use.
Talent Rune: Shielding is ready to use.
Burning from KickAss VI hits Madman Max I for 218 fire damage.
KickAss VI casts Manathrust.
KickAss VI's spell attains critical power!
Madman Max I shrugs off the critical damage!
KickAss VI hits Madman Max I for 265 arcane damage.
Madman Max I the level 45 halfling archer was mana-torn to death by KickAss VI on level 61 of The Arena.
KickAss VI killed Madman Max I!
Madman Max I deactivates Aim.
Madman Max I deactivates Intuitive Shots.
Madman Max I stops regenerating health quickly.
Madman Max I deactivates Crippling Poison.
Madman Max I deactivates Numbing Poison.
Madman Max I deactivates Slow Motion.
Madman Max I is no longer evading attacks.
Madman Max I stops burning.
