







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Always center your character 1.5.5Always center your character |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Male |
Race | Halfling |
Class | Brawler |
Level / Exp | 7 / 85% |
Size | small |
Lifes / Deaths | Killed by skeleton warrior at level 6 on the 10th Mirth 122nd year of Ascendancy at 02:05 / 39Killed by skeleton warrior at level 6 on the 10th Mirth 122nd year of Ascendancy at 03:28 Killed by skeleton warrior at level 6 on the 10th Mirth 122nd year of Ascendancy at 04:03 Killed by skeleton warrior at level 6 on the 10th Mirth 122nd year of Ascendancy at 08:32 Killed by skeleton warrior at level 6 on the 10th Mirth 122nd year of Ascendancy at 09:03 Killed by skeleton warrior at level 6 on the 10th Mirth 122nd year of Ascendancy at 13:30 Killed by bandit at level 6 on the 10th Mirth 122nd year of Ascendancy at 14:31 Killed by skeleton archer at level 6 on the 10th Mirth 122nd year of Ascendancy at 15:15 Killed by ghast at level 6 on the 10th Mirth 122nd year of Ascendancy at 20:12 Killed by dredge at level 6 on the 1st Summertide 122nd year of Ascendancy at 03:46 Killed by skeleton warrior at level 6 on the 1st Summertide 122nd year of Ascendancy at 03:59 Killed by dredge at level 6 on the 1st Summertide 122nd year of Ascendancy at 04:46 Killed by dredge at level 6 on the 1st Summertide 122nd year of Ascendancy at 05:08 Killed by skeleton magus at level 7 on the 1st Summertide 122nd year of Ascendancy at 09:29 Killed by vampire at level 7 on the 1st Summertide 122nd year of Ascendancy at 10:11 Killed by master vampire at level 7 on the 1st Summertide 122nd year of Ascendancy at 20:58 Killed by skeleton archer at level 7 on the 2nd Summertide 122nd year of Ascendancy at 00:59 Killed by degenerated skeleton archer at level 7 on the 2nd Summertide 122nd year of Ascendancy at 01:47 Killed by skeleton magus at level 7 on the 2nd Summertide 122nd year of Ascendancy at 02:02 Killed by vampire at level 7 on the 2nd Summertide 122nd year of Ascendancy at 06:06 Killed by skeleton magus at level 7 on the 2nd Summertide 122nd year of Ascendancy at 07:03 Killed by skeleton magus at level 7 on the 2nd Summertide 122nd year of Ascendancy at 08:26 Killed by skeleton magus at level 7 on the 2nd Summertide 122nd year of Ascendancy at 09:01 Killed by cold drake hatchling at level 7 on the 2nd Summertide 122nd year of Ascendancy at 09:48 Killed by storm drake hatchling at level 7 on the 2nd Summertide 122nd year of Ascendancy at 10:48 Killed by storm drake hatchling at level 7 on the 2nd Summertide 122nd year of Ascendancy at 12:31 Killed by skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 14:33 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 16:05 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 17:00 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 17:52 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 18:32 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 19:39 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 20:01 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 20:38 Killed by armoured skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 22:01 Killed by skeleton warrior at level 7 on the 2nd Summertide 122nd year of Ascendancy at 23:01 Killed by multi-hued drake hatchling at level 7 on the 2nd Summertide 122nd year of Ascendancy at 23:55 Killed by armoured skeleton warrior at level 7 on the 3rd Summertide 122nd year of Ascendancy at 00:22 Killed by armoured skeleton warrior at level 7 on the 3rd Summertide 122nd year of Ascendancy at 00:55 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 30 (base 24) |
Constitution | 21 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 26 (base 23) |
Resources
Life | 266/266 |
Stamina | 118/118 |
Healing Factor | 1.086387434555 |
Regeneration | 0.27159685863874 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
Offense: Barehand
Damage | 28 |
Accuracy | 29 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 7% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 6 (36.618610747051%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 5.5475638051044 |
Physical Save | 14 |
Spell Save | 7 |
Mental Save | 13 |
Defense: Resistances
Cold | + 10%( 70%) |
Fire | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 10 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: 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 and cleanse 1 wound and 1 poison effect. |
Class Talents
Technique / Pugilism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Countering melee attacks: Has a 40% chance to get an automatic counter attack when avoiding a melee attack. (1.4 counters remaining) Counter Attacking |
Quests
You abandoned lost anorithil to death. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
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
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 96% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.00 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. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Inventory
![]() dwarven-steel battleaxe (138% power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() dwarven-steel dagger of massacre (123% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 123% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
![]() cashmere cloak of battle (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 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. |
![]() yew wand of conjuration [power 229] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 114 to 229, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Multi-hued drake hatchling hits Skeleton archer for 40 physical damage.
Fanol hits Armoured skeleton warrior for 12 physical damage.
Fanol hits Ghoul for 35 physical damage.
Insidious Poison from Armoured skeleton warrior hits Fanol for (2 resist armour), 0 nature (0 total damage).
Multi-hued drake hatchling misses Fanol.
Armoured skeleton warrior uses Block.
Armoured skeleton warrior hits Fanol for (4 resist armour), 6 acid (7 total damage).
Multi-hued drake hatchling hits Skeleton archer for 39 physical damage.
Fanol hits Armoured skeleton warrior for 9 physical damage.
Talent Double Strike is ready to use.
Insidious Poison from Armoured skeleton warrior hits Fanol for (2 resist armour), 0 nature (0 total damage).
Fanol throws two quick punches.
Fanol is recovering from the damage!
Armoured skeleton warrior hits Fanol for (4 resist armour), 6 acid, (4 resist armour), 6 acid, (4 resist armour), 126 physical, (4 resist armour), 3 light (142 total damage).
Multi-hued drake hatchling hits Fanol for (4 resist armour), 56 physical (56 total damage).
Fanol hits Armoured skeleton warrior for (13 blocked), 0 physical, (12 blocked), 0 physical (0 total damage).
Fanol the level 7 halfling brawler was sun baked to death by an armoured skeleton warrior on level 8 of Dreadfell.
Fanol stops regenerating health quickly.
Fanol is no longer poisoned.
Fanol deactivates Striking Stance.
Fanol has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Multi-hued drake hatchling killed Fanol!
Talent Double Strike is ready to use.
Saving done.