Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 7 / 49% |
Size | small |
Lifes / Deaths | Killed by The Shade at level 4 on the 8th Mirth 122nd year of Ascendancy at 04:15 0 / 5Killed by explosion trap at level 6 on the 31st Dusk 122nd year of Ascendancy at 13:08 Killed by thief at level 6 on the 31st Dusk 122nd year of Ascendancy at 14:38 Killed by Asndco the human at level 7 on the 54th Dusk 122nd year of Ascendancy at 10:37 Killed by elven mage at level 7 on the 56th Dusk 122nd year of Ascendancy at 19:37 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 18 (base 15) |
Constitution | 11 (base 10) |
Magic | 10 (base 10) |
Willpower | 11 (base 11) |
Cunning | 35 (base 30) |
Resources
Life | -1/191 |
Stamina | 112/120 |
Healing Factor | 1.0380160204394 |
Regeneration | 1.4117017877976 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.070797642506% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 7 |
Offense: Mainhand
Damage | 24 |
Accuracy | 40 |
Crit Chance | 42% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 40 |
Crit Chance | 47% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 20.85 |
Crit Chance | 37% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 18 (70%) |
Defense | 6.8 |
Ranged Defense | 6.8 |
Fatigue | 6 |
Physical Save | 28.5625 |
Spell Save | 27.8625 |
Mental Save | 35.2375 |
Defense: Resistances
Lightning | + 3%( 70%) |
Temporal | + 10%( 70%) |
Acid | + 4%( 70%) |
Fire | + 3%( 70%) |
Cold | + 4%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
beneficial effect | The target's luck and cunning combine to grant it 27% higher combat critical chance, 27% higher mental critical chance, and 27% higher spell critical chance. Halflings's Luck |
detrimental effect | Huge cut that bleeds, doing 8.88 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target's skin reacts to damage, granting 16 armour and 40% armour hardiness. Thorny Skin |
beneficial effect | The target is recovering 1 life each turn and its healing modifier has been increased by 3%. Recovery |
detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 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. | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | ash totem of thorny skin [power 16] (12/18 cooldown) ash totem of thorny skin [power 16] (12/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 40%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. |
Around waist | clarifying rough leather belt clarifying rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 A belt that goes around your waist. |
Around neck | anchoring copper amulet of strength (+3) anchoring copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% temporal Knockback immunity: +22% Amulets can have magical properties. |
In main hand | Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Main armor | spiked rough leather armour of Toknor (1 def, 2 armour) spiked rough leather armour of Toknor (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 10 physical Critical mult.: +10.00% A suit of armour made of leather. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 35 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | linen wizard hat of decomposition (1 def, 0 armour) linen wizard hat of decomposition (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +3% fire / +4% cold / +3% lightning / +4% acid A pointy cloth hat, very wizardly... |
In off hand | flaming steel dagger (10.5-13.65 power, 6 apr) flaming steel dagger (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Sharp, short and deadly. |
Inventory
agate agate0.00 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 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 13 turns) iron pickaxe of the Iron Throne (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Maximum life: +21.00 Maximum stamina: +16.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 174 power out of 381/400. 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. |
iron torque of thermal psionic shield [power 13] (12/18 cooldown) iron torque of thermal psionic shield [power 13] (12/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 13 for 6 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged elm wand of illumination [power 6] (12/7 cooldown) supercharged elm wand of illumination [power 6] (12/7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to light the area (rad 6), placing all other charms into a 7 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine citrine0.00 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Bulbo is recovering from the damage!
Bulbo hits elven guard for 1 physical, 10 physical damage (total 10.76).
Bulbo hits elven mage for 28 physical damage.
Elven guard hits Bulbo for 12 physical damage.
Bulbo stops bleeding.
Elven mage casts Shock.
Elven mage hits Bulbo for 23 lightning damage.
Bulbo is dazed!
Bulbo uses Luck of the Little Folk.
Bulbo seems more aware.
Bulbo misses elven guard.
Bulbo hits elven guard for 12 physical damage.
Bulbo is not dazed anymore.
Bulbo hits elven guard for 1 physical, 10 physical damage (total 10.38).
Bulbo killed elven guard!
Bulbo hits elven mage for 14 physical damage.
Elven guard hits Bulbo for 7 physical damage.
Talent Stealth is ready to use.
Elven mage casts Earthen Missiles.
Bulbo starts to bleed.
Elven mage hits Bulbo for 27 physical, 5 physical damage (total 31.09).
Elven mage hits Bulbo for 27 physical, 5 physical damage (total 31.09).
There is an exit to the worldmap here (press '' or right click to use).
Bulbo hits elven mage for 28 physical damage.
Bulbo killed elven mage!
Saving done.
Saving done.
Saving game...