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 | Anorithil |
Level / Exp | 6 / 69% |
Size | small |
Lifes / Deaths | Killed by Harithil at level 5 on the 78th Pyre 122nd year of Ascendancy at 20:41 0 / 4Killed by skeleton warrior at level 5 on the 78th Pyre 122nd year of Ascendancy at 21:30 Killed by large brown snake at level 5 on the 78th Pyre 122nd year of Ascendancy at 22:33 Killed by The Shade at level 6 on the 1st Summertide 122nd year of Ascendancy at 12:36 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 22 (base 10) |
Constitution | 16 (base 10) |
Magic | 28 (base 28) |
Willpower | 13 (base 10) |
Cunning | 20 (base 17) |
Resources
Life | -21/186 |
Positive | 27/45 |
Negative | 2/45 |
Psi | 103/103 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 17 |
Accuracy | 18 |
Crit Chance | 7% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25.5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 20.05 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Lightning | +14% |
Offense: Damage Penetration
Temporal | +20% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 7.2 |
Ranged Defense | 7.2 |
Fatigue | 0 |
Physical Save | 12.775 |
Spell Save | 15.225 |
Mental Save | 21.7125 |
Defense: Resistances
Lightning | + 16%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 10%( 70%) |
Physical | + 5%( 70%) |
Fire | + 5%( 70%) |
Cold | + 6%( 70%) |
Defense: Immunities
Confusion Resistance | 45% |
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
Celestial / Sun | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Hymn of Shadows |
detrimental effect | The target is on fire, taking 18.22 fire damage per turn. Burning |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 |
Equipment
Around waist | rough leather belt of the titan rough leather belt of the titanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 A belt that goes around your waist. |
On fingers | steel ring 'Boltnaught' steel ring 'Boltnaught'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Armour: +14 Changes stats: +7 Str / +3 Wil / +5 Con Changes resistances penetration: +5% lightning / +10% temporal Changes damage: +3% lightning Mental save: +6 Rings can have magical properties. |
On fingers | warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +5 Confusion immunity: +23% Rings can have magical properties. |
Around neck | clarifying copper amulet of dexterity (+3) clarifying copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% mind Confusion immunity: +22% Amulets can have magical properties. |
In main hand | Nightborn (10-12 power, 2 apr, darkness damage) Nightborn (10-12 power, 2 apr, darkness 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: Darkness Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +8 darkness When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
On head | insulating rough leather cap of dexterity (+2) (0 def, 1 armour) insulating rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% cold / +5% fire 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. |
Cloak | Unrodunachak (1 def, 0 armour) Unrodunachak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -4% Changes stats: +3 Dex Critical mult.: +25.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven linen robe of lightning (+16%) (0 def, 0 armour) mindwoven linen robe of lightning (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% lightning Mindpower: +3 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
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. |
Achievements
By Harithil the Halfling Anorithil level 5
78th Pyre 122nd year of Ascendancy at 20:41 see stats
By Harithil the Halfling Anorithil level 5
78th Pyre 122nd year of Ascendancy at 06:30 see stats
By Harithil the Halfling Anorithil level 6
5th Mirth 122nd year of Ascendancy at 18:07 see stats
Log
Harithil hits degenerated skeleton warrior for 17 darkness, 9 darkness damage (total 24.99).
Degenerated skeleton warrior hits Harithil for 17 physical damage.
Harithil hits degenerated skeleton warrior for 15 darkness, 6 light damage (total 20.33).
Harithil hits degenerated skeleton warrior for 18 darkness, 9 darkness damage (total 26.07).
Degenerated skeleton warrior hits Harithil for 18 physical damage.
Harithil hits degenerated skeleton warrior for 15 darkness, 6 light damage (total 20.33).
Harithil hits degenerated skeleton warrior for 15 darkness damage.
Harithil killed degenerated skeleton warrior!
You pickup 0.70 gold pieces.
Harithil shrugs off the effect 'Stunned'!
Belitira the skeleton warrior hits Harithil for 10 darkness damage.
Harithil casts Searing Light.
Harithil hits Belitira the skeleton warrior for 42 light damage.
Belitira the skeleton warrior casts Flame.
Harithil is on fire!
Belitira the skeleton warrior hits Harithil for 38 fire damage.
Harithil hits Belitira the skeleton warrior for 20 light damage.
Harithil casts Moonlight Ray.
Harithil's spell attains critical power!
Harithil hits Belitira the skeleton warrior for 143 darkness damage.
Harithil killed Belitira the skeleton warrior!
Belitira the skeleton warrior hits Harithil for 13 fire damage.
Saving done.
Saving done.
Saving game...