







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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 | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 6 / 77% |
Size | small |
Lifes / Deaths | Killed by Glorevea the hornet swarm at level 6 on the 1st Mirth 122nd year of Ascendancy at 11:48 / 1 |
Primary Stats
Strength | 12 (base 13) |
Dexterity | 24 (base 21) |
Constitution | 11 (base 10) |
Magic | 12 (base 10) |
Willpower | 10 (base 10) |
Cunning | 28 (base 20) |
Resources
Life | -15/176 |
Stamina | 103/115 |
Healing Factor | 1.1082872928177 |
Regeneration | 1.3853591160221 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 29.04594975701 |
See Invisible | 29.04594975701 |
Offense: Mainhand
Damage | 25 |
Accuracy | 26 |
Crit Chance | 45% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 26 |
Crit Chance | 44% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Defense: Base
Armour (hardiness) | 5 (49.309173272933%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 27 |
Mental Save | 30 |
Defense: Resistances
Light | + 30%( 70%) |
Lightning | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 37) for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 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: 13 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. |
Class Talents
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target's luck and cunning combine to grant it 26% higher critical chance and 26 saves. Halflings's Luck |
detrimental effect | Reduces global action speed by 30%. Slow |
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 | Has 6 throwing knives prepared: 6 KnivesRange: 4 Net Damage: 29 - 41 Accuracy: 40 (knife) APR: 7 Crit Chance: +42% Crit mult: 165% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target is poisoned, taking 36.14 nature damage per turn. Deadly Poison |
beneficial effect | The target is recovering 14 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | You are focused on weaknesses you have found in your target's defences. Your melee attacks against Glorevea the hornet swarm have +5 accuracy, deal +7.0 damage and have +12% resistance penetration. Exploiting Weaknesses |
beneficial effect | Parrying melee and ranged attacks: Has a 31% chance to deflect up to 9 damage from the next 1.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On hands | ![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 22 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 20 light Changes stats: +2 Cun / +2 Mag Spellpower: +6 (+4 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Cun Life regen: +1.00 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. 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: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal / +4 nature / +6 darkness Damage against: +6% Living Sharp, short and deadly. |
Main armor | ![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +15% lightning A suit of armour made of leather. |
In off hand | ![]() Requires: - Dexterity 11 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% Sharp, short and deadly. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 A cap made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 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% Sharp, short and deadly. |
![]() 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, 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. |
![]() 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), 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Billy receives 16 healing.
Deadly Poison from Glorevea the hornet swarm hits Billy for 9 nature damage.
Poison from Glorevea the hornet swarm hits Billy for 4 nature damage.
Glorevea the hornet swarm misses Billy.
Glorevea the hornet swarm hits Billy for (9 parried), 13 physical, 0 arcane (13 total damage).
Billy uses Infusion: Healing.
Billy stops being poisoned.
Billy receives 55 healing from Infusion: Healing.
Billy uses Luck of the Little Folk.
Billy seems more aware.
Billy focuses on weaknesses in Glorevea the hornet swarm's defenses!
Billy tests the defenses of Glorevea the hornet swarm.
Billy misses Glorevea the hornet swarm.
Glorevea the hornet swarm hits Billy for 7 physical damage.
Billy hits Glorevea the hornet swarm for (11 parried), 6 physical, 2 temporal, 1 nature, 2 darkness, 9 light (20 total damage).
Glorevea the hornet swarm misses Billy.
Glorevea the hornet swarm hits Billy for (9 parried), 14 physical, 0 arcane (14 total damage).
Billy receives 16 healing.
Deadly Poison from Glorevea the hornet swarm hits Billy for 25 nature damage.
Glorevea the hornet swarm misses Billy.
Glorevea the hornet swarm hits Billy for 16 physical, 0 arcane (16 total damage).
Billy shrugs off the effect 'Deadly Poison'!
Glorevea the hornet swarm hits Billy for 20 physical, 3 fire, 17 physical, 0 arcane (40 total damage).
Billy receives 16 healing.
Deadly Poison from Glorevea the hornet swarm hits Billy for 27 nature damage.
Glorevea the hornet swarm misses Billy.
Glorevea the hornet swarm hits Billy for 17 physical, 0 arcane (17 total damage).
Saving game...