









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Hulk! 1.4.8 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Hulk |
Class | Rogue |
Level / Exp | 12 / 100% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 1026 (base 21) |
Dexterity | 1027 (base 18) |
Constitution | 1038 (base 36) |
Magic | 1009 (base 10) |
Willpower | 1027 (base 10) |
Cunning | 1020 (base 15) |
Resources
Mana | 5211/5211 |
Equilibrium | 20 |
Life | 144448/144448 |
Positive | 44/63 |
Stamina | 2018/2636 |
Healing Factor | 2.3764900662252 |
Regeneration | 24224.604104328 |
Speed
Mental | +40.140895148437% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 246.34812395454 |
See Invisible | 309.48065130651 |
Offense: Mainhand
Damage | 294 |
Accuracy | 233 |
Crit Chance | 623% |
APR | 31 |
Speed | 0.57 |
Offense: Offhand
Damage | 359 |
Accuracy | 233 |
Crit Chance | 627% |
APR | 37 |
Speed | 0.71 |
Offense: Spell
Spellpower | 191 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 202 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Nature | +20% |
Darkness | +6% |
Light | +44% |
Mind | +9% |
Blight | +5% |
Arcane | +9% |
Fire | +34% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 80 (89.117647058824%) |
Defense | 245 |
Ranged Defense | 245 |
Fatigue | 0 |
Physical Save | 194 |
Spell Save | 178 |
Mental Save | 181 |
Defense: Resistances
Mind | + 25%( 70%) |
Lightning | + 29%( 70%) |
Light | + 49%( 70%) |
Darkness | + 20%( 70%) |
Cold | + 23%( 70%) |
Physical | + 64%( 70%) |
Fire | + 25%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Confusion Resistance | 100% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
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) Won't Break Stealth: 100% 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
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Throwing knives | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Trapping | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
talent | Apply Poison |
talent | Blade Flurry |
talent | Elemental Harmony |
talent | Keen Senses |
talent | Chant of Fortress |
beneficial effect | The target's critical strike damage bonus is increased by 47%. Shadowstrike |
beneficial effect | The target is surrounded by a magical shield, absorbing 9999/9999 damage before it crumbles. Damage Shield |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 190.2 and stamina regeneration by 15.5. Soothing Darkness |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 659 - 923 Accuracy: 251 (knife) APR: 40 Crit Chance: +646% Crit mult: 251% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 88% chance to deflect up to 61 damage from the next 6.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by degenerated skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * 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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 31. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
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! | 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Movement speed: +25% A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(472 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+1 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 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. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +10 (+1 eff.) Changes stats: +5 Wil Changes resistances: +12% mind Reduces incoming crit damage: 10.00% Confusion immunity: +31% Amulets can have magical properties. |
In main hand | ![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Cun, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. This object's appearance was changed to Invisible. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +6% darkness Changes resistances penetration: +5% arcane Changes damage: +9% arcane / +9% mind / +6% darkness Mental save: +5 (+1 eff.) Spellpower: +5 (+0 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 389 damage over 5 turns and reducing armor and accuracy by 49 Damage (Melee): +11 cold When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +9% cold Critical mult.: +5.00% Mental save: +9 (+1 eff.) Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +10% light / +12% fire Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+1 eff.) Fatigue: +8% Changes resistances: +16% lightning Life regen: +2.20 Stamina each turn: +0.90 A suit of armour made of leather. |
Inventory
![]() 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 101 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. |
Achievements
By Blyel the Hulk Rogue level 11
24th Dusk 122nd year of Ascendancy at 17:45 see stats
By Blyel the Hulk Rogue level 11
4th Dusk 122nd year of Ascendancy at 12:20 see stats
By Blyel the Hulk Rogue level 11
22nd Dusk 122nd year of Ascendancy at 13:38 see stats
By Blyel the Hulk Rogue level 9
4th Dusk 122nd year of Ascendancy at 00:08 see stats
By Blyel the Hulk Rogue level 12
20th Haze 122nd year of Ascendancy at 18:36 see stats
By Blyel the Hulk Rogue level 10
4th Dusk 122nd year of Ascendancy at 00:15 see stats
By Blyel the Hulk Rogue level 12
74th Dusk 122nd year of Ascendancy at 15:45 see stats
By Blyel the Hulk Rogue level 7
1st Dusk 122nd year of Ascendancy at 02:01 see stats
By Blyel the Hulk Rogue level 1
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By Blyel the Hulk Rogue level 4
78th Pyre 122nd year of Ascendancy at 08:08 see stats
By Blyel the Hulk Rogue level 9
2nd Dusk 122nd year of Ascendancy at 23:57 see stats
By Blyel the Hulk Rogue level 10
4th Dusk 122nd year of Ascendancy at 08:13 see stats
Log
You gain 12.00 gold from the transmogrification of quartz.
You gain 1.40 gold from the transmogrification of resilient linen cloak of Eldoral (1 def, 0 armour).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Ran for 11 turns (stop reason: interesting terrain).
Blyel deactivates Blade Flurry.
Blyel activates Blade Flurry.
Blyel deactivates Apply Poison.
Blyel activates Apply Poison.
Blyel deactivates Keen Senses.
Blyel activates Keen Senses.
Blyel activates Chant of Fortitude.
Blyel activates Chant of Fortress.
Blyel deactivates Chant of Fortitude.
Blyel activates Elemental Harmony.
Blyel casts Rune: Shielding.
A shield forms around Blyel.
Blyel activates Stealth.
Blyel deactivates Stealth.
Talent Rune: Shielding is ready to use.
Blyel deactivates Elemental Harmony.
Blyel deactivates Keen Senses.
The shield around Blyel crumbles.
Blyel deactivates Chant of Fortress.
Blyel deactivates Apply Poison.
Blyel deactivates Blade Flurry.