Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 15 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by enthralled slave at level 13 on the 73rd Dusk 122nd year of Ascendancy at 13:06 0 / 6Killed by enthralled slave at level 13 on the 73rd Dusk 122nd year of Ascendancy at 15:37 Killed by luminous horror at level 14 on the 33rd Haze 122nd year of Ascendancy at 04:52 Killed by skeleton warrior at level 15 on the 38th Haze 122nd year of Ascendancy at 17:51 Killed by Belathra the white wolf at level 15 on the 38th Haze 122nd year of Ascendancy at 22:21 Killed by Belathra the white wolf at level 15 on the 38th Haze 122nd year of Ascendancy at 23:50 |
Primary Stats
| Strength | 14 (base 17) |
| Dexterity | 33 (base 30) |
| Constitution | 15 (base 14) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 13) |
| Cunning | 41 (base 30) |
Resources
| Life | -5/362 |
| Stamina | 86/142 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 40 |
| Crit Chance | 33% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 40 |
| Crit Chance | 33% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 23% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 46 |
| Ranged Defense | 47 |
| Fatigue | 1 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 32 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
| Disarm Resistance | 48% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 160 damage for 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 238 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 99 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.41 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| Technique / Acrobatics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Precision |
| talent | Lacerating Strikes |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 17 defense. Evasion |
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 worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 |
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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed mummified bone. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. | active |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% A pair of boots made of leather. |
| Light source | Pusparry the brass lantern Pusparry the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% nature Physical save: +7 (+4 eff.) Light radius: +2 Healing mod.: +10% 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 | Radhegrim the Darkvile (2 def, 0 armour) Radhegrim the Darkvile (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +16% acid Changes resistances penetration: +15% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
| On hands | Duskwinter (0 def, 2 armour) Duskwinter (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +8.0% Armour: +2 Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Mag Changes damage: +6% arcane / +6% darkness Critical mult.: +8.00% Physical save: +5 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +26% Spell crit. chance: +7% Mental crit. chance: +11% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 7 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 80% 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 | treant's stralite ring of frost (+9%) treant's stralite ring of frost (+9%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% blight / +28% cold / +8% nature Changes damage: +14% cold Poison immunity: +10% Disease immunity: +19% Rings can have magical properties. |
| On fingers | steel ring 'Stormwither' steel ring 'Stormwither'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% lightning / +5% acid Changes damage: +3% acid / +9% lightning Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
| Around neck | starlit copper amulet of mastery (0.11 Technique / Dual weapons) starlit copper amulet of mastery (0.11 Technique / Dual weapons)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% light / +11% darkness Talent mastery: +0.11 Technique / Dual weapons Blindness immunity: +20% Amulets can have magical properties. |
| In main hand | acidic steel dagger of massacre (19-24.7 power, 6 apr) acidic steel dagger of massacre (19-24.7 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
| Around waist | blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +9 (+4 eff.) Stealth bonus: +5 Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | flaming steel dagger of massacre (16-20.8 power, 6 apr) flaming steel dagger of massacre (16-20.8 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.0 - 20.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
| Cloak | enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental 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. |
| Main armor | silk robe 'Lavagash' (3 def, 0 armour) silk robe 'Lavagash' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +8 Cun Changes resistances: +19% cold Changes resistances penetration: +10% fire Changes damage: +10% light / +13% cold / +3% fire / +12% mind / +9% darkness Critical mult.: +16.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Spellpower: +7 (+4 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Withering Orbs 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... |
steel ring 'Pitchfist' steel ring 'Pitchfist'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 nature Changes stats: +2 Con Changes damage: +3% darkness Spell save: +12 (+6 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
Blazevault the steel dagger (14-18.2 power, 6 apr) Blazevault the steel dagger (14-18.2 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Cun, 45% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal When wielded/worn: Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.12 Sharp, short and deadly. |
troll-hide cured leather armour of the deep (2 def, 5 armour) troll-hide cured leather armour of the deep (2 def, 5 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Life regen: +3.00 Healing mod.: +16% A suit of armour made of leather. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Chargereeve ChargereeveCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +3% darkness / +5% arcane Changes damage: +3% lightning Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 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. |
quick elm totem of cure ailments [power 1] (7 cooldown) quick elm totem of cure ailments [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10
Got a character to level 10.By Anigart the Halfling Rogue level 10
36th Dusk 122nd year of Ascendancy at 09:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Anigart the Halfling Rogue level 9
15th Dusk 122nd year of Ascendancy at 01:22 see stats
The Arena
Unlocked Arena mode.By Anigart the Halfling Rogue level 10
36th Dusk 122nd year of Ascendancy at 10:30 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Anigart the Halfling Rogue level 13
74th Dusk 122nd year of Ascendancy at 22:42 see stats
The secret city
Discovered the truth about mages.By Anigart the Halfling Rogue level 11
42nd Dusk 122nd year of Ascendancy at 17:31 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Anigart the Halfling Rogue level 13
74th Dusk 122nd year of Ascendancy at 01:18 see stats
Log
Belathra the white wolf hits Anigart for 3 cold, 3 cold (7 total damage).
Belathra the white wolf is not stunned anymore.
Bleeding from Anigart hits Belathra the white wolf for 2 physical damage.
Acid Splash from Anigart hits Belathra the white wolf for 3 acid damage.
Belathra the white wolf uses Nightshade Trap.
Belathra the white wolf performs a melee critical strike against Anigart!
Belathra the white wolf resists the mind attack!
Belathra the white wolf performs a melee critical strike against Anigart!
Belathra the white wolf resists the mind attack!
Anigart hits Belathra the white wolf for 1 mind, 1 mind (2 total damage).
Belathra the white wolf hits Anigart for 151 physical, 87 physical, (238 total damage).
Anigart stops regenerating health quickly.
Belathra the white wolf is in anguish.
Anigart hits Belathra the white wolf for 16 physical, 2 acid, , 13 physical, , 4 fire (35 total damage).
Belathra the white wolf hits Anigart for 8 cold, 8 cold (16 total damage).
Bleeding from Anigart hits Belathra the white wolf for 2 physical damage.
Acid Splash from Anigart hits Belathra the white wolf for 3 acid damage.
Belathra the white wolf uses Nightshade Trap.
Anigart performs a melee critical strike against Belathra the white wolf!
Belathra the white wolf shrugs off the critical damage!
Anigart performs a melee critical strike against Belathra the white wolf!
Anigart hits Belathra the white wolf for 16 physical, 2 acid, , 31 physical, , 4 fire (53 total damage).
Belathra the white wolf hits Anigart for 7 cold, 7 cold (14 total damage).
Bleeding from Anigart hits Belathra the white wolf for 4 physical damage.
Acid Splash from Anigart hits Belathra the white wolf for 3 acid damage.
Belathra the white wolf uses Bear Trap.
Belathra the white wolf performs a melee critical strike against Anigart!
Saving game...
