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 | Archmage |
| Level / Exp | 9 / 16% |
| Size | medium |
| Lifes / Deaths | Killed by gladiator at level 9 on the 8th Flare 122nd year of Ascendancy at 07:44 3 / 2Killed by Madness2 at level 9 on the 8th Flare 122nd year of Ascendancy at 07:49 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 37 (base 33) |
| Willpower | 22 (base 18) |
| Cunning | 12 (base 11) |
Resources
| Life | 132/132 |
| Mana | 216/216 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 12 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.1 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 1.4 |
| Ranged Defense | 1.4 |
| Fatigue | 0 |
| Physical Save | 6.3 |
| Spell Save | 20.325 |
| Mental Save | 11.9 |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 9 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 148.87 to 446.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 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 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | 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 | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
| Tool | Nimbusradiance the elm totem of thorny skin [power 22] (25 cooldown) Nimbusradiance the elm totem of thorny skin [power 22] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +3% nature / +6% light It can be used to harden the skin for 7 turns increasing armour by 22 and armour hardiness by 30%, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Branudesin' copper ring 'Branudesin'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +2 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Vim when firing critical spell: +2.00 Rings can have magical properties. |
| Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| 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. |
| In main hand | Fulentir (20-24 power, 5 apr, fire element) Fulentir (20-24 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +4 Physical crit. chance: +3.0% Changes stats: +3 Dex / +1 Wil Changes resistances penetration: +2% acid / +10% fire Changes damage: +5% acid / +20% fire Talent granted: +1 Command Staff Only die when reaching: -20.00 life Spellpower: +26 Spell crit. chance: +7% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Inventory
voratun gauntlets of strength (+4) (0 def, 3 armour) voratun gauntlets of strength (+4) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +11 Armour: +3 Changes stats: +4 Str Metal gloves protecting the hands up to the middle of the lower arm. |
53 alchemist agate 53 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. |
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. |
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
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Madness2 the Shalore Archmage level 8
4th Mirth 122nd year of Ascendancy at 04:18 see stats
Log
Madness2 is not stunned anymore.
Insidious Poison from Gladiator hits Madness2 for (2 shifted), 0 nature (0 total damage).
Talent Teleport is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Flame is ready to use.
Insidious Poison from Gladiator hits Madness2 for 2 nature damage.
Madness2 casts Teleport.
The spell fails: no suitable places to teleport to.
Gladiator uses Shield Pummel.
Madness2 is stunned!
Gladiator hits Madness2 for 62 physical, 21 cold (83 total damage).
Madness2 hits Gladiator for 8 blight, 8 blight (16 total damage).
Madness2 the level 9 shalore archmage was frozen and shattered into a million little shards to death by a gladiator on level 1 of Derth (Southeast).
You have 3 life(s) left.
Madness2 is not stunned anymore.
Madness2 deactivates Shielding.
Madness2 is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Gladiator killed Madness2!
Saving done.
Talent Teleport: Angolwen is ready to use.
Talent Manathrust is ready to use.
Talent Flameshock is ready to use.
Talent Flame is ready to use.
Talent Fireflash is ready to use.
Saving game...
