Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.1 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 15 / 43% |
Size | small |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 2 on the 76th Pyre 122nd year of Ascendancy at 13:40 1 / 4Killed by Forest Troll Hedge-Wizard at level 2 on the 76th Pyre 122nd year of Ascendancy at 14:07 Killed by Xariamina the slaver at level 12 on the 29th Dusk 122nd year of Ascendancy at 23:33 Killed by Manio at level 13 on the 35th Dusk 122nd year of Ascendancy at 15:35 |
Primary Stats
Strength | 19 (base 20) |
Dexterity | 32 (base 27) |
Constitution | 19 (base 16) |
Magic | 15 (base 10) |
Willpower | 13 (base 10) |
Cunning | 32 (base 28) |
Resources
Life | 478/520 |
Mana | 124/199 |
Stamina | 130/130 |
Healing Factor | 1.44 |
Regeneration | 5.112 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
Offense: Mainhand
Damage | 41 |
Accuracy | 34 |
Crit Chance | 28% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 34 |
Crit Chance | 22% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 20.95 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 32.864059527474 |
Ranged Defense | 32.864059527474 |
Fatigue | 0 |
Physical Save | 34.025 |
Spell Save | 21.775 |
Mental Save | 34.25 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Poison Resistance | 5% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity 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 190 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
talent | Precision |
talent | Lacerating Strikes |
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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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'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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * '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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | Huruhad the pair of rough leather boots (0 def, 1 armour) Huruhad the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +3% light Changes resistances penetration: +5% arcane Maximum encumbrance: +20 Physical save: +6 Spellpower: +4 A pair of boots made of leather. |
Light source | alchemist's lamp 'Gunotohir' alchemist's lamp 'Gunotohir'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +9% acid Maximum life: +48.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Islonor the hardened leather cap (0 def, 7 armour) Islonor the hardened leather cap (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +5% fire / +14% cold Physical save: +10 Mental save: +9 Poison immunity: +5% A cap made of leather. |
On hands | heroic rough leather gloves (0 def, 4 armour) heroic rough leather gloves (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Arugassra the Morningwilder [power 20] (25 cooldown) Arugassra the Morningwilder [power 20] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances penetration: +10% light Light radius: +1 It can be used to harden the skin for 7 turns increasing armour by 20 and armour hardiness by 30%, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | Cyridhetira the Obsidianpython Cyridhetira the ObsidianpythonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Changes damage: +6% darkness Stun/Freeze immunity: +20% Life regen: +1.40 Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 Defense: +8 Changes stats: +5 Lck Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | Girdle of the Calm Waters 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 off hand | Toretir the Flashseam (21-27.3 power, 7 apr) Toretir the Flashseam (21-27.3 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +6% Living When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +3% nature Sharp, short and deadly. |
Cloak | Fulubar the Dawntreason (10 def, 0 armour) Fulubar the Dawntreason (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Damage when hit (Melee): 16 blight Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% blight Changes damage: +3% light Physical save: +6 Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% blight / +11% mind / +11% darkness Physical save: +11 Spell save: +12 Mental save: +23 Life regen: +1.90 Maximum life: +44.00 Healing mod.: +14% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused 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. |
Murkblur the brass lantern Murkblur the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +3% nature / +6% fire Changes damage: +9% darkness 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. |
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 (2/2) 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, costing 174 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 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. |
Fognaught [power 165] (6 cooldown) Fognaught [power 165] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% darkness Changes damage: +6% arcane / +3% darkness It can be used to fire a blast of psionic energies in a beam (dam 82-165), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Manio the Halfling Rogue level 13
35th Dusk 122nd year of Ascendancy at 15:35 see stats
By Manio the Halfling Rogue level 10
10th Mirth 122nd year of Ascendancy at 23:36 see stats
By Manio the Halfling Rogue level 15
19th Haze 122nd year of Ascendancy at 02:07 see stats
By Manio the Halfling Rogue level 12
4th Dusk 122nd year of Ascendancy at 04:31 see stats
By Manio the Halfling Rogue level 12
31st Dusk 122nd year of Ascendancy at 04:10 see stats
Log
There is a ladder to worldmap here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
There is a ladder to worldmap here (press '' or right click to use).
Manio wears: alchemist's lamp 'Gunotohir'.
You gain 0.10 gold from the transmogrification of ash wand of clairvoyance [power 10] (6 cooldown).
You gain 2.89 gold from the transmogrification of Sunoracle the ash totem of cure ailments [power 2] (9 cooldown).
You gain 0.25 gold from the transmogrification of pouch of steel shots (17/17, 23-27.6 power, 2 apr).
You gain 0.25 gold from the transmogrification of quiver of ash arrows (19/19, 23.5-32.9 power, 7 apr).
You gain 1.12 gold from the transmogrification of steel shield of cold resistance (+17%) (6 def, 2 armour, 37 block).
You gain 1.89 gold from the transmogrification of prismatic steel mail armour of temporal resistance (2 def, 6 armour).
You gain 4.15 gold from the transmogrification of cashmere wizard hat 'Hanylach' (2 def, 0 armour).
You gain 4.40 gold from the transmogrification of Anovon (0 def, 4 armour).
You gain 2.96 gold from the transmogrification of insidious steel waraxe of dampening (11.5-16.1 power, 3 apr).
You gain 4.40 gold from the transmogrification of dwarven-steel waraxe 'Mayota' (19.5-27.3 power, 4 apr).
You gain 0.50 gold from the transmogrification of vined mindstar (5.5-6.05 power, 18 apr, nature damage).
You gain 4.65 gold from the transmogrification of dwarven-steel mace 'Salarenor' (26-36.4 power, 4 apr).
You gain 4.97 gold from the transmogrification of warbringer's steel longsword (15-21 power, 3 apr).
You gain 1.15 gold from the transmogrification of fungal ash longbow.
You gain 0.75 gold from the transmogrification of dwarven-steel greatsword (34-54.4 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel dagger of massacre (18-23.4 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel dagger (10.5-13.65 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel dagger (11.5-14.95 power, 6 apr).
You gain 1.65 gold from the transmogrification of acidic steel battleaxe of massacre (31-46.5 power, 2 apr).
You gain 0.10 gold from the transmogrification of steel amulet.
You gain 2.21 gold from the transmogrification of movement infusion of the warrior (373% speed; 4 turns).
There is a grave here (press '' or right click to use).