











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
|
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 41 / 3% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 13 (base 13) |
Dexterity | 66 (base 60) |
Constitution | 42 (base 38) |
Magic | 10 (base 10) |
Willpower | 23 (base 11) |
Cunning | 73 (base 60) |
Resources
Life | 1069/1069 |
Stamina | 31/198 |
Healing Factor | 1.233988003127 |
Regeneration | 10.715723328537 |
Speed
Mental | -2.2204460492503E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +95.863768271252% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 104 |
Accuracy | 50 |
Crit Chance | 39% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 0 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Light | +13% |
Darkness | +20% |
Offense: Damage Penetration
Nature | +5% |
Acid | +7% |
Defense: Base
Armour (hardiness) | 27 (94.687909656376%) |
Defense | 68 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 12 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 35%( 74%) |
Darkness | + 64%( 74%) |
Temporal | + 39%( 74%) |
Blight | + 37%( 74%) |
Cold | + 25%( 74%) |
Fire | + 25%( 74%) |
All | + 16%( 74%) |
Defense: Immunities
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (3/3)
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 / Tireless Combatant | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Apply Poison |
talent | Trained Reactions |
talent | Counter Shot |
talent | Numbing Poison |
talent | Pace Yourself |
beneficial effect | The target stands strong, increasing all resistances by 16.2% and resistance caps by 3.8%. Eternal Warrior |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 17. Intimidated |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +10 (+5 eff.) A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Defense: +14 (+3 eff.) Changes stats: +7 Cun / +6 Wil Mindpower: +12 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 light / 10 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 17% * 9% chance to blind Changes resistances: +17% temporal Changes damage: +13% light / +9% darkness Pinning immunity: +32% Knockback immunity: +32% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +8 acid / +11 nature When wielded/worn: Armour penetration: +6 Changes resistances penetration: +7% acid / +5% nature Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +7% lightning / +10% temporal Mental save: +8 (+4 eff.) Maximum life: +55.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes resistances: +16% lightning A suit of armour made of leather. |
Inventory
![]() voratun amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +28% Infravision radius: +5 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+9 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+9 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Krabique the Halfling Skirmisher level 22
76th Pyre 122nd year of Ascendancy at 11:03 see stats
By Krabique the Halfling Skirmisher level 37
79th Pyre 122nd year of Ascendancy at 14:03 see stats
By Krabique the Halfling Skirmisher level 10
74th Pyre 122nd year of Ascendancy at 21:55 see stats
By Krabique the Halfling Skirmisher level 20
76th Pyre 122nd year of Ascendancy at 01:23 see stats
By Krabique the Halfling Skirmisher level 30
77th Pyre 122nd year of Ascendancy at 22:16 see stats
By Krabique the Halfling Skirmisher level 40
1st Mirth 122nd year of Ascendancy at 10:50 see stats
By Krabique the Halfling Skirmisher level 33
79th Pyre 122nd year of Ascendancy at 04:18 see stats
Log
Krabique is not crippled anymore.
Melee retaliation hits Krabique for (19 flat reduction), 0 light (0 total damage).
Krabique hits Krabique for 0 physical, 11 light, 10 darkness (21 total damage).
Krabique drains life from Krabique!
Krabique receives 1 healing from Krabique.
Krabique hits Krabique for 10 fire damage.
Talent Swift Shot is ready to use.
Talent Bash and Smash is ready to use.
Talent Luck of the Little Folk is ready to use.
Talent Noggin Knocker is ready to use.
Krabique uses Shattering Blow.
Krabique uses Bash and Smash.
Krabique performs a melee critical strike against Krabique!
Krabique's Relentless Fury is disrupted by her wounds!
Melee retaliation hits Krabique for (19 flat reduction), 0 light (0 total damage).
Krabique hits Krabique for 8 physical, 16 light, 14 darkness (38 total damage).
Krabique's Bash and Smash hits Krabique for 176 physical damage.
Talent Kneecapper is ready to use.
Krabique uses Noggin Knocker.
Krabique is stunned!
Krabique resists the vile poison!
Krabique's Warshout is disrupted by her wounds!
Krabique resists the vile poison!
Krabique's Noggin Knocker hits Krabique for 41 physical damage.
Krabique's Noggin Knocker hits Krabique for 47 physical damage.
Krabique's Noggin Knocker hits Krabique for 45 physical damage.