Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 10 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by orc master assassin at level 10 on the 24th Dusk 122nd year of Ascendancy at 13:53 2 / 3Killed by orc master assassin at level 10 on the 24th Dusk 122nd year of Ascendancy at 15:15 Killed by Madness2 at level 10 on the 24th Dusk 122nd year of Ascendancy at 15:20 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 39 (base 34) |
| Willpower | 26 (base 20) |
| Cunning | 12 (base 11) |
Resources
| Life | 149/149 |
| Mana | 258/258 |
| Paradox | 278 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60.584137468371% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 12 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.5 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 15.35 |
| Ranged Defense | 17.35 |
| Fatigue | 1 |
| Physical Save | 22.675 |
| Spell Save | 27.375 |
| Mental Save | 34.65 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Confusion Resistance | 15% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Age Manipulation | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Time Travel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 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 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Erelekhad' (0 def, 1 armour) pair of rough leather boots 'Erelekhad' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +3 Mag Changes resistances: +12% acid / +3% cold / +6% darkness / +1% physical Mental save: +25 Disease immunity: +10% Only die when reaching: -60.00 life Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| On hands | radiant hardened leather gloves of the juggernaut (0 def, 2 armour) radiant hardened leather gloves of the juggernaut (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 light Changes stats: +3 Con Changes resistances: +8% light Changes damage: +5% light Physical save: +12 Spell save: +5 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | shimmering linen robe of lightning (+16%) (0 def, 0 armour) shimmering linen robe of lightning (+16%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning Changes damage: +11% arcane / +11% lightning Maximum mana: +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | Eremukaltholdil (1 def, 0 armour) Eremukaltholdil (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes damage: +6% arcane Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +5 Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
| 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 | linen cloak 'Glyssra' (3 def, 0 armour) linen cloak 'Glyssra' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +3 Ranged Defense: +2 Changes resistances: +9% temporal Physical save: +6 Spell save: +7 Mental save: +7 Confusion immunity: +15% Stun/Freeze immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | Borinarigrim the Shockquarry (15-18 power, 3 apr, temporal element) Borinarigrim the Shockquarry (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 lightning / +4 acid When wielded/worn: Accuracy: +7 Physical crit. chance: +6.0% Physical power: +6 Defense: +11 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 acid / 8 lightning Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +7.00% Spellpower: +13 Spell crit. chance: +5% Light radius: +6 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 77.56 light damage. Staves designed for wielders of magic, by the greats of the art. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion of the wizard (resist 16%; cure physical)wild infusion of the wizard (resist 16%; cure physical) 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: 13 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 16% for 5 turns. Its effects scale with your Magic 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. |
biting gale rune of the psychic (61 cold damage; 36 apply power) biting gale rune of the psychic (61 cold damage; 36 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 61.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 36. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. iron longsword of erosion (11-15.4 power, 2 apr)iron longsword of erosion (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, acid element)ash vilestaff (15-18 power, 3 apr, acid element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. enveloping linen cloak (6 def, 0 armour)enveloping linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick linen cloak (1 def, 7 armour)thick linen cloak (1 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +1 Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Velotha (0 def, 1 armour)Velotha (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +22 Physical save: +6 Spell save: +20 Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Balumas (0 def, 1 armour) Balumas (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +1 Dex / +1 Wil / +1 Con Changes resistances penetration: +5% arcane Physical save: +6 Mental save: +6 Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloregamira the Blackstriker (0 def, 1 armour) Gloregamira the Blackstriker (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 Armour: +1 Damage when hit (Melee): 12 darkness Changes stats: +2 Str / +3 Dex / +1 Con Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubynor the linen wizard hat (1 def, 0 armour) Zubynor the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Con Changes resistances: +6% cold / +5% fire Critical mult.: +3.00% Healing mod.: +5% A pointy cloth hat, very wizardly... |
52 alchemist agate 52 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Transmogrification Chest Transmogrification ChestPowered 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. |
This item will automatically be transmogrified when you leave the level. bright ash wand of conjuration [power 157] (10 cooldown)bright ash wand of conjuration [power 157] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 78-157), placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Madness2 the Shalore Paradox Mage level 9
17th Dusk 122nd year of Ascendancy at 05:22 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Madness2 the Shalore Paradox Mage level 10
24th Dusk 122nd year of Ascendancy at 00:50 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Madness2 the Shalore Paradox Mage level 9
23rd Dusk 122nd year of Ascendancy at 20:58 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Madness2 the Shalore Paradox Mage level 8
4th Flare 122nd year of Ascendancy at 02:02 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Madness2 the Shalore Paradox Mage level 8
2nd Flare 122nd year of Ascendancy at 04:53 see stats
Log
Insidious Poison from Orc master assassin hits Madness2 for (5 dissipated), 10 nature (10 total damage).
Numbing Poison from Orc master assassin hits Madness2 for (5 dissipated), 10 nature (10 total damage).
Madness2 casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Insidious Poison from Orc master assassin hits Madness2 for (5 dissipated), 10 nature (10 total damage).
Numbing Poison from Orc master assassin hits Madness2 for (5 dissipated), 10 nature (10 total damage).
Talent Rune: Shielding is ready to use.
Insidious Poison from Orc master assassin hits Madness2 for (5 dissipated), 10 nature (10 total damage).
Numbing Poison from Orc master assassin hits Madness2 for (5 dissipated), 10 nature (10 total damage).
Madness2 the level 10 shalore paradox mage was slimed to death by an orc master assassin on level 2 of Trollmire.
You have 2 life(s) left.
Madness2 is no longer poisoned.
Madness2 slows down.
Madness2 deactivates Premonition.
Madness2 is no longer poisoned.
Madness2 is no longer surging arcane power.
Madness2 deactivates Energy Decomposition.
Madness2 deactivates Entropic Field.
The protective shield of Madness2 disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Numbing Poison from Orc master assassin killed Madness2!
Saving done.
Talent Temporal Fugue is ready to use.
Talent Ashes to Ashes is ready to use.
Saving game...
