





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Rogue |
Level / Exp | 10 / 16% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 31 (base 34) |
Dexterity | 32 (base 34) |
Constitution | 29 (base 34) |
Magic | 36 (base 34) |
Willpower | 40 (base 34) |
Cunning | 38 (base 34) |
Resources
Life | 80000175/80000175 |
Stamina | 11500087/11500087 |
Healing Factor | 1.4067560558552 |
Regeneration | 139.26884952966 |
Speed
Mental | +100% |
Attack | 0% |
Movement | +400% |
Spell | 0% |
Global | +500% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 62.86157059553 |
See Invisible | 62.86157059553 |
Offense: Mainhand
Damage | 43 |
Accuracy | 45 |
Crit Chance | 22% |
APR | 21 |
Speed | 0.50 |
Offense: Offhand
Damage | 36 |
Accuracy | 45 |
Crit Chance | 22% |
APR | 16 |
Speed | 0.50 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Fire | -10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 2 (57.155997060385%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 25 |
Mental Save | 30 |
Defense: Resistances
Cold | + 9%( 70%) |
Fire | + 9%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Silence Resistance | 43% |
Instadeath Resistance | 100% |
Confusion Resistance | 78% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Effects
beneficial effect | Parrying melee and ranged attacks: Has a 55% chance to deflect up to 15 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 65 - 90 Accuracy: 60 (knife) APR: 20 Crit Chance: +35% Crit mult: 189% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You must explore the ritch tunnels. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | active |
Equipment
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Sharp, short and deadly. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. |
In off hand | ![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+4 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 44 power out of 80/80) : Effective talent level: 1.0 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.90 cold damage and 9.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 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 Activation costs 111 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) Activation costs 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: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By SaveYst the Yeek Rogue level 3
74th Pyre 122nd year of Ascendancy at 20:22 see stats
By SaveYst the Yeek Rogue level 10
74th Pyre 122nd year of Ascendancy at 21:43 see stats
By SaveYst the Yeek Rogue level 3
74th Pyre 122nd year of Ascendancy at 20:22 see stats
By SaveYst the Yeek Rogue level 3
74th Pyre 122nd year of Ascendancy at 20:22 see stats
Log
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 45th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 69th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 70th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 72nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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Today is the 73rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
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