Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Higher |
Class | Alchemist |
Level / Exp | 4 / 3% |
Size | big |
Lifes / Deaths | Killed by brown bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 07:17 / 19Killed by brown bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 11:23 Killed by brown bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 11:46 Killed by brown bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 12:10 Killed by grizzly bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 13:38 Killed by brown bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 13:48 Killed by grizzly bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 14:01 Killed by grizzly bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 14:14 Killed by grizzly bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 17:01 Killed by brown bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 18:29 Killed by brown bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 19:20 Killed by VampireLinkoln at level 2 on the 75th Pyre 122nd year of Ascendancy at 20:33 Killed by grizzly bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:09 Killed by grizzly bear at level 2 on the 75th Pyre 122nd year of Ascendancy at 23:38 Killed by honey tree at level 2 on the 76th Pyre 122nd year of Ascendancy at 10:32 Killed by Prox the Mighty at level 3 on the 78th Pyre 122nd year of Ascendancy at 05:53 Killed by degenerated skeleton warrior at level 3 on the 79th Pyre 122nd year of Ascendancy at 04:49 Killed by armoured skeleton warrior at level 3 on the 79th Pyre 122nd year of Ascendancy at 21:27 Killed by VampireLinkoln at level 4 on the 79th Pyre 122nd year of Ascendancy at 21:32 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 12 (base 11) |
Constitution | 14 (base 14) |
Magic | 17 (base 16) |
Willpower | 12 (base 11) |
Cunning | 10 (base 10) |
Resources
Life | 129/141 |
Mana | 124/131 |
Positive | 0/59 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 8 |
Offense: Mainhand
Damage | 9 |
Accuracy | 6 |
Crit Chance | 2% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 12.4 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 9.7 |
Ranged Defense | 9.7 |
Fatigue | 1 |
Physical Save | 8.75 |
Spell Save | 15.15 |
Mental Save | 7.7 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 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 successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the repented thief from death by fox. Escort: repented thief (level 3 of Trollmire) | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On fingers | copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
On fingers | steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +8 Rings can have magical properties. |
Around waist | blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) Defense: +9 (+9 eff.) Stealth bonus: +5 Spell save: +5 (+5 eff.) Size category: +1 A belt that goes around your waist. |
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. |
Quiver | 39 alchemist opal 39 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
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 feet | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
In main hand | elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness 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% darkness Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
nature's mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage) nature's mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Physical save: +3 (+3 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Disease immunity: +11% Equilibrium when hit: +0.60 Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
impenetrable steel plate armour of fire resistance (4 def, 14 armour) impenetrable steel plate armour of fire resistance (4 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+4 eff.) Fatigue: +22% Changes resistances: +18% fire A suit of armour made of metal plates. |
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. |
71 alchemist spinel 71 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 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. |
barbed pouch of iron shots of accuracy (19/19, 13-15.6 power, 1 apr) barbed pouch of iron shots of accuracy (19/19, 13-15.6 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 On weapon crit: * wounds the target Damage (Ranged): +5 bleed Shots are used with slings to pummel your foes to death. |
elm totem of cure ailments [power 1] (10 cooldown) elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 15] (20 cooldown) elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
81 alchemist ametrine 81 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
108 alchemist citrine 108 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
VampireLinkoln resists the blow!
VampireLinkoln feels pain again.
Talent Throw Bomb is ready to use.
Talent Infusion: Sun is ready to use.
VampireLinkoln uses Infusion: Sun.
Armoured skeleton warrior resists the blinding light!
Armoured skeleton warrior has been illuminated.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses VampireLinkoln.
VampireLinkoln is stunned!
Armoured skeleton warrior hits VampireLinkoln for 30 physical damage.
VampireLinkoln the level 3 higher alchemist was pierced to death by an armoured skeleton warrior on level 1 of Ruins of Kor'Pul.
VampireLinkoln is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Armoured skeleton warrior killed VampireLinkoln!
Ran for 2 turns (stop reason: interesting character).
Talent Rune: Manasurge is ready to use.
Talent Refit Golem is ready to use.
Talent Command Staff is ready to use.
Talent Infusion: Wild is ready to use.
Saving done.
Welcome to level 4 [VampireLinkoln].
VampireLinkoln has 9 stat point(s), 3 class talent point(s), 3 generic talent point(s) to spend. Press p to use them.
Saving game...