Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 5 / 76% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 5 on the 1st Mirth 122nd year of Ascendancy at 08:31 2 / 1 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 28 (base 25) |
| Constitution | 16 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 20 (base 15) |
Resources
| Life | 181/221 |
| Stamina | 112/112 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 22 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 22 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 20.183333333333 |
| Ranged Defense | 20.183333333333 |
| Fatigue | 6 |
| Physical Save | 9.975 |
| Spell Save | 7.875 |
| Mental Save | 11.375 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 22% |
| Pinning Resistance | 22% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 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 |
| Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You failed to protect the lost anorithil from death by wolf. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Tool | elm totem of thorny skin [power 10] (20 cooldown) elm totem of thorny skin [power 10] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| Around neck | Kidur KidurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% nature / +12% cold Allows you to breathe in: water Poison immunity: +22% Pinning immunity: +22% Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | iron dagger (5-6.5 power, 5 apr) iron dagger (5-6.5 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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 | insulating linen wizard hat of cunning (+2) (1 def, 0 armour) insulating linen wizard hat of cunning (+2) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun Changes resistances: +5% fire / +6% cold A pointy cloth hat, very wizardly... |
| In off hand | iron dagger (5.5-7.15 power, 5 apr) iron dagger (5.5-7.15 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
warrior's teleportation rune (range 34) warrior's teleportation rune (range 34)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Strength stat. 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. |
inquisitor's iron dagger (5-6.5 power, 5 apr) inquisitor's iron dagger (5-6.5 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +8 manaburn Sharp, short and deadly. |
healer's brass lantern of revealing healer's brass lantern of revealingInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 See stealth: +5 See invisible: +6 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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, 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Log
You are sent back to the material plane!
Saving done.
Saving done.
Saving game...
Talent Stealth is ready to use.
Talent Infusion: Regeneration is ready to use.
Today is the 2nd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Talent Infusion: Wild is ready to use.
Today is the 3rd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 4th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Today is the 5th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
There is a Way into the heart of the gloom here (press '' or right click to use).
Sinja wears(replacing): brass lantern of health.
You gain 1.05 gold from the transmogrification of reinforced iron shield (4 def, 6 armour, 44 block).
You gain 0.25 gold from the transmogrification of rough leather gloves (0 def, 1 armour).
You gain 0.67 gold from the transmogrification of stalker's pair of iron boots (0 def, 3 armour).
You gain 0.25 gold from the transmogrification of iron waraxe (7.5-10.5 power, 2 apr).
You gain 2.09 gold from the transmogrification of cruel elm vilestaff (10-12 power, 2 apr, blight damage).
You gain 0.25 gold from the transmogrification of mossy mindstar (2-2.2 power, 12 apr, mind damage).
You gain 0.25 gold from the transmogrification of iron mace (7-9.8 power, 2 apr).
Saving done.
There is a ladder to worldmap here (press '' or right click to use).
