Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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 | Cornac |
Class | Rogue |
Level / Exp | 26 / 85% |
Size | medium |
Lifes / Deaths | Killed by orc archer at level 26 on the 77th Pyre 122nd year of Ascendancy at 02:30 6 / 1 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 44 (base 44) |
Constitution | 32 (base 32) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 39 (base 39) |
Resources
Life | -15/550 |
Stamina | 133/145 |
Healing Factor | 1.1633663366337 |
Regeneration | 3.1992574257426 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 46 |
Accuracy | 38 |
Crit Chance | 19% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 38 |
Crit Chance | 20% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 10% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 5 (57.811550151976%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 21 |
Mental Save | 26 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 18% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
talent | Lacerating Strikes |
talent | Quickdraw |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | The target has 28% chance to evade melee and ranged attacks and gains 18 defense. Evasion |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 78 - 110 Accuracy: 51 (knife) APR: 10 Crit Chance: +38% Crit mult: 188% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 62% chance to deflect up to 17 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
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 | grounding pair of hardened leather boots (0 def, 3 armour) grounding pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% lightning / +7% temporal A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
On head | cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | shadowy ash wand of conjuration [power 145] (10 cooldown) shadowy ash wand of conjuration [power 145] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element with (base) damage 72 to 145, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold ring of power gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
Around neck | savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +13 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Amulets can have magical properties. |
In main hand | manaburning iron dagger of erosion (10-13 power, 5 apr) manaburning iron dagger of erosion (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9 arcane resource burn Damage (Melee): +4 temporal / +4 nature Sharp, short and deadly. |
Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
In off hand | balanced steel dagger (13.5-17.55 power, 6 apr) balanced steel dagger (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +18% Sharp, short and deadly. |
Cloak | enveloping linen cloak of protection (7 def, 0 armour) enveloping linen cloak of protection (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 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 | rejuvenating rough leather armour (1 def, 2 armour) rejuvenating rough leather armour (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Life regen: +2.50 Stamina each turn: +0.70 A suit of armour made of leather. |
Inventory
phase door rune (range 7; power 22; dur 5) phase door rune (range 7; power 22; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
phase door rune (range 9; power 19; dur 3) phase door rune (range 9; power 19; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
starlit steel amulet of magic (+4) starlit steel amulet of magic (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +10% light / +10% darkness Blindness immunity: +24% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
ranger's cured leather sling of power ranger's cured leather sling of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +11% physical Changes damage: +8% physical Slings are used to hurl stones or metal shots at your foes. |
hardened leather armour of the hero (3 def, 6 armour) hardened leather armour of the hero (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun Maximum life: +38.00 A suit of armour made of leather. |
76 alchemist agate 76 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
steel torque of kinetic psionic shield [power 49] (20 cooldown) steel torque of kinetic psionic shield [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
bright yew wand of firewall [power 165] (6 cooldown) bright yew wand of firewall [power 165] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting 4 turns (dealing 165 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled yew wand of clairvoyance [power 11] (6 cooldown) defiled yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +10.00 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 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Naolyla the Cornac Rogue level 21
76th Pyre 122nd year of Ascendancy at 05:05 see stats
By Naolyla the Cornac Rogue level 10
75th Pyre 122nd year of Ascendancy at 02:13 see stats
By Naolyla the Cornac Rogue level 20
76th Pyre 122nd year of Ascendancy at 05:05 see stats
Log
Bleeding from Naolyla hits Orc archer for 11 physical damage.
Orc archer shoots!
Naolyla deflects the projectile from Orc archer to the northeast!
Orc archer shoots!
Orc archer shoots!
Naolyla deflects the projectile from Orc archer to the northeast!
Bleeding from Naolyla hits Orc archer for 11 physical damage.
Orc archer shoots!
Naolyla deflects the projectile from Orc archer to the west!
Orc archer shoots!
Naolyla deflects the projectile from Orc archer to the east!
Orc archer shoots!
Orc archer's Shoot misses Naolyla.
Orc archer shoots!
Bleeding from Naolyla hits Orc archer for 11 physical damage.
Orc archer shoots!
Talent Fan of Knives is ready to use.
Orc archer shoots!
Orc archer's Shoot misses Naolyla.
Orc archer's Shoot misses Naolyla.
Orc archer roars triumphantly.
Orc archer's Shoot hits Naolyla for 86 physical damage.
Naolyla the level 26 cornac rogue was splattered to death by an orc archer on level 28 of The Arena.
Orc archer's Shoot killed Naolyla!
Naolyla is moving less freely.
Naolyla deactivates Quickdraw.
Naolyla is no longer evading attacks.
Naolyla deactivates Lacerating Strikes.