Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 11 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Spacial Disturbance at level 1 on the 74th Pyre 122nd year of Ascendancy at 13:13 0 / 6Killed by Xurin the thief at level 10 on the 3rd Mirth 122nd year of Ascendancy at 01:39 Killed by gelatinous cube at level 10 on the 3rd Mirth 122nd year of Ascendancy at 02:43 Killed by bandit at level 10 on the 3rd Mirth 122nd year of Ascendancy at 07:26 Killed by thief at level 10 on the 3rd Mirth 122nd year of Ascendancy at 09:35 Killed by Bethugalranor the dire wolf at level 11 on the 3rd Mirth 122nd year of Ascendancy at 23:24 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 19 (base 19) |
| Magic | 33 (base 30) |
| Willpower | 26 (base 22) |
| Cunning | 11 (base 11) |
Resources
| Life | -32/202 |
| Mana | 129/250 |
| Positive | 30/80 |
| Healing Factor | 0.98128372404492 |
| Regeneration | 12.167918178157 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 8 |
| Crit Chance | 9% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.3 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | -3.3 (30%) |
| Defense | 3.75 |
| Ranged Defense | 6.75 |
| Fatigue | 1 |
| Physical Save | 19.55 |
| Spell Save | 20.325 |
| Mental Save | 12.95 |
Defense: Resistances
| All | -20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target's has a cursed wound, reducing healing by 22%. Cursed Wound |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target has been splashed with acid, taking 5.30 acid damage per turn, reducing armour by 5 and attack by 5. Acid Splash |
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 lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 explored the expanse and closed all three wormholes. | done |
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
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | marksman's copper ring of light (+22%) marksman's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
| Around neck | copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
| In main hand | cruel elm vilestaff of might (10-12 power, 2 apr, acid element) cruel elm vilestaff of might (10-12 power, 2 apr, acid element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% A pair of boots 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. |
| On hands | rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | linen robe of blight (+10%) (0 def, 0 armour) linen robe of blight (+10%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the titan (357% speed; 4 turns)movement infusion of the titan (357% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 357% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level. flaming steel greatmaul (27.5-41.25 power, 2 apr)flaming steel greatmaul (27.5-41.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire Massive two-handed mauls. |
ash starstaff of warding (15-18 power, 3 apr, temporal element) ash starstaff of warding (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 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: Armour: +5 Defense: +4 Maximum wards: +2 temporal Changes damage: +15% temporal Talents granted: +1 Command Staff +2 Ward Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff of illumination (10-12 power, 2 apr, acid element) cruel elm vilestaff of illumination (10-12 power, 2 apr, acid element)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +5 Effects on melee hit: * 6% chance to blind Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 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 77.09 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, cold element) elm magestaff (10-12 power, 2 apr, cold element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff of fate (15-18 power, 3 apr, acid element)shimmering ash vilestaff of fate (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 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 Physical save: +6 Spell save: +5 Mental save: +6 Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +6 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
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. |
This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour)cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% A suit of armour made of leather. |
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. |
opal 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. |
topaz 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. |
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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
2 zircon 2 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
Level 10
Got a character to level 10.By Voryn Amraphel the Cornac Archmage level 10
79th Pyre 122nd year of Ascendancy at 16:49 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Voryn Amraphel the Cornac Archmage level 1
74th Pyre 122nd year of Ascendancy at 15:05 see stats
The Arena
Unlocked Arena mode.By Voryn Amraphel the Cornac Archmage level 9
78th Pyre 122nd year of Ascendancy at 06:36 see stats
Unstoppable
Returned from the dead.By Voryn Amraphel the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 09:35 see stats
Log
Voryn Amraphel hits Bethugalranor the dire wolf for (17 absorbed), 0 blight (0 total damage).
Bethugalranor the dire wolf hits Voryn Amraphel for (22 absorbed), 36 physical, 6 acid (42 total damage).
Talent Arcane Reconstruction is ready to use.
Voryn Amraphel overcomes the gloom.
Voryn Amraphel uses Infusion: Regeneration.
Voryn Amraphel starts regenerating health quickly.
A shield forms around Voryn Amraphel.
Voryn Amraphel receives 22 healing from Voryn Amraphel's healing light area effect.
Bethugalranor the dire wolf receives 18 healing from Voryn Amraphel's healing light area effect.
Your shield crumbles under the damage!
The shield around Voryn Amraphel crumbles.
Voryn Amraphel hits Bethugalranor the dire wolf for (17 absorbed), 0 blight (0 total damage).
Bethugalranor the dire wolf hits Voryn Amraphel for (22 absorbed), 38 physical, 6 acid (44 total damage).
Voryn Amraphel casts Arcane Reconstruction.
Voryn Amraphel receives 174 healing.
Bethugalranor the dire wolf performs a melee critical strike against Voryn Amraphel!
The shield around Bethugalranor the dire wolf crumbles.
Voryn Amraphel is covered in acid!
Voryn Amraphel hits Bethugalranor the dire wolf for (1 absorbed), 16 blight (16 total damage).
Bethugalranor the dire wolf hits Voryn Amraphel for 97 physical, 6 acid (103 total damage).
Talent Phase Door is ready to use.
Talent Lightning is ready to use.
Voryn Amraphel is no longer dominated.
Acid Splash from Bethugalranor the dire wolf hits Voryn Amraphel for 5 acid damage.
Voryn Amraphel casts Lightning.
Bethugalranor the dire wolf uses Knockback.
Saving game...
