
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 2 / 88% |
| Size | small |
| Lifes / Deaths | Killed by thief at level 2 on the 76th Pyre 122nd year of Ascendancy at 10:23 0 / 3Killed by skeleton warrior at level 2 on the 77th Pyre 122nd year of Ascendancy at 11:04 Killed by skeleton warrior at level 2 on the 77th Pyre 122nd year of Ascendancy at 12:10 |
Primary Stats
| Strength | 10 (base 13) |
| Dexterity | 18 (base 15) |
| Constitution | 14 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 19 (base 16) |
Resources
| Life | -4/130 |
| Stamina | 103/103 |
| 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 | 14 |
| Accuracy | 14 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 14 |
| Crit Chance | 13% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14.6 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 5.8 |
| Ranged Defense | 5.8 |
| Fatigue | 7 |
| Physical Save | 9.275 |
| Spell Save | 7.875 |
| Mental Save | 11.025 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Temporal | + 19%( 70%) |
| All | + 14%( 70%) |
Inscriptions (2/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Class Talents
| Cunning / Stealth | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/10 |
| 0/5 |
| 0/5 |
| 1/5 |
Effects
| beneficial effect | Reduces all incoming physical and acid damage by 23. Kinetic Psionic Shield |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Tool | steel torque of kinetic psionic shield [power 23] (20/20 cooldown) steel torque of kinetic psionic shield [power 23] (20/20 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 and acid damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)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. |
| 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. |
| In main 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% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
| In off hand | iron dagger (6-7.8 power, 5 apr) iron dagger (6-7.8 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 6.0 - 7.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
| On head | grounding rough leather cap of constitution (+2) (0 def, 1 armour) grounding rough leather cap of constitution (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% lightning / +6% temporal A cap 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. |
Inventory
psychic's sun infusion (rad 5; power 32; turns 4) psychic's sun infusion (rad 5; power 32; turns 4)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: 1 turn Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). It will also blind any creatures caught inside (power 32) for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
Newly picked up 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% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
balanced iron longsword (7-9.8 power, 2 apr) balanced iron longsword (7-9.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +5 Sharp, long, and deadly. |
thought-forged iron longsword (8-11.2 power, 2 apr) thought-forged iron longsword (8-11.2 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +6 mind Damage conversion: 25% mind When wielded/worn: Changes stats: +1 Wil Sharp, long, and deadly. |
Newly picked up horrifying mossy mindstar (3-3.3 power, 12 apr, nature damage)horrifying mossy mindstar (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 2 darkness Changes damage: +2% mind / +3% darkness Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling of fire rough leather sling of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +6 fire When wielded/worn: Changes damage: +9% fire Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of power rough leather sling of powerRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +8% physical Slings are used to hurl stones or metal shots at your foes. |
surging elm starstaff (10-12 power, 2 apr, light damage) surging elm starstaff (10-12 power, 2 apr, light damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
iron shield of acid resistance (+16%) (4 def, 2 armour, 19.5 block) iron shield of acid resistance (+16%) (4 def, 2 armour, 19.5 block)Requires: - Strength 11 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
iron torque of kinetic psionic shield [power 13] (20/20 cooldown) iron torque of kinetic psionic shield [power 13] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 13 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
Log
Saving done.
Saving done.
Saving game...
Talent Infusion: Regeneration is ready to use.
Talent Dirty Fighting is ready to use.
Talent Dual Strike is ready to use.
Talent Infusion: Wild is ready to use.
You are sent back to the material plane!
Skeleton warrior hits Ispep for 21 physical, 9 nature, 8 temporal damage (total 37.52).
Prox the Mighty uses Knockback.
Prox the Mighty hits Ispep for 24 physical damage.
Skeleton warrior uses Stunning Blow.
Ispep is stunned!
Prox the Mighty misses Ispep.
Skeleton warrior hits Ispep for 33 physical, 9 nature, 8 temporal damage (total 49.15).
Stone troll hits Ispep for 14 physical damage.
Skeleton warrior misses Ispep.
Something misses Ispep.
Ispep uses Infusion: Wild.
Ispep is not stunned anymore.
Ispep is cured!
Ispep lessens the pain.
Talent Dirty Fighting is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Dual Strike is ready to use.
Ispep uses steel torque of kinetic psionic shield [power 23] (20 cooldown)!
Skeleton warrior uses Stunning Blow.
Saving done.
Saving done.
Saving game...
