Thaumatest the level 50 Kruk Yeti Archmage by SDY

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.7.3
Addons
CampaignOrcs
ModeEasy Exploration
SexMale
RaceKruk Yeti
ClassArchmage (High Thaumaturgist)
Level / Exp50 / 340%
Sizemedium
Lifes / Deaths

Primary Stats

Strength23 (base 10)
Dexterity13 (base 10)
Constitution41 (base 29)
Magic116 (base 60)
Willpower82 (base 60)
Cunning83 (base 60)

Resources

Mana608/608
Steam100/100
Life1163/1163
Positive177/177
Stamina427/427
Paradox300
Healing Factor1.2281403954778
Regeneration0.30703509886945

Speed

Mental0%
Attack0%
Movement+32%
Spell0%
Global+100%

Vision

Sight10
Lite5
Infravision5
See Stealth63.011091365523
See Invisible91.297921302157
ESP Range20
ESP Kindshumanoid, animal/canine, giant

Offense: Mainhand

Damage48
Accuracy3
Crit Chance24%
APR23
Speed1.00

Offense: Spell

Spellpower84
Crit Chance61%
Speed1
Cooldown Reduction10

Offense: Mind

Mindpower50
Crit Chance20%
Speed1

Offense: Damage Bonus

Blight+32%
Arcane+80%
Cold+40%
All+10%
Lightning+40%
Light+17%
Temporal+16%
Physical+16%
Fire+40%
Darkness+31%

Offense: Damage Penetration

All+10%

Defense: Base

Armour (hardiness)8 (50%)
Defense21
Ranged Defense21
Fatigue0
Physical Save42
Spell Save61
Mental Save67

Defense: Resistances

Acid+ 43%( 70%)
Blight+ 43%( 70%)
Arcane+ 70%( 70%)
Cold+ 56%( 70%)
All+ 33%( 70%)
Physical+ 50%( 70%)
Lightning+ 63%( 70%)
Light+ 43%( 70%)
Temporal+ 43%( 70%)
Mind+ 50%( 70%)
Darkness+ 51%( 70%)
Fire+ 43%( 70%)
Nature+ 43%( 70%)

Defense: Immunities

Stun Resistance50%
Disarm Resistance100%
Instadeath Resistance100%
Confusion Resistance20%

Inscriptions (5/5)

Runes
Runes
Runes
Runes
Runes

Class Talents

Spell / Ice1.30
5/5
1/5
0/5
0/5
Spell / Temporal1.30
1/5
4/5
0/5
0/5
Spell / Air1.30
5/5
0/5
0/5
0/5
Spell / Thaumaturgy1.30
5/5
5/5
2/5
5/5
Spell / Arcane1.50
5/5
1/5
4/5
5/5
Spell / Phantasm1.30
3/5
1/5
0/5
0/5
Spell / Earth1.30
5/5
0/5
0/5
0/5
Spell / Fire1.30
5/5
0/5
0/5
0/5
Spell / Water1.30
5/5
0/5
0/5
0/5

Generic Talents

Race / Yeti1.00
1/5
2/5
1/5
3/5
Celestial / Chants1.00
3/5
1/5
1/5
0/5
Spell / Aegis1.30
1/5
4/5
1/5
2/5
Steamtech / Physics1.00
4/5
1/5
1/5
0/5
Steamtech / Chemistry1.00
1/5
0/5
0/5
0/5
Spell / Divination1.30
1/5
5/5
0/5
0/5
Technique / Mobility1.00
2/5
1/5
3/5
0/5
Spell / Conveyance1.30
4/5
1/5
0/5
0/5
Technique / Combat training1.00
3/5
0/5
0/5
0/5
0/5
0/5

Prodigies

1/1
1/1

Effects

talent
talent
talent
talent
talent
talent
talent
talent

Quests

done
active
done
done
done
done
done
done
done
done
active
done
done
done

Equipment

On feet
Light source
On head
Tool
On fingers
On fingers
Around waist
In main hand
On hands
Main armor
Cloak
Around neck

Inventory

WINNER!

Well done! You have won the Tales of Maj'Eyal: Embers of Rage!

You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.

The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.

For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.

Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.

You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...


Achievements

Log


Thaumatest casts
Lightning.
Talent Flame is ready to use.

Thaumatest uses
Arcane Amplification Drone.
Resting starts...

Rested for 0 turns (stop reason: hostile spotted to the south (arcane amplification drone)).

Thaumatest casts
Rune: Shielding.
A shield forms around Thaumatest.

Thaumatest casts
Temporal Shield.
The very fabric of time alters around Thaumatest.


Talent Lightning is ready to use.

Resting starts...

Rested for 0 turns (stop reason: hostile spotted to the south (arcane amplification drone)).


Your summoned arcane amplification drone disappears.

Resting starts...

The shield around Thaumatest crumbles.

Talent Frozen Ground is ready to use.
Thaumatest is no longer surging arcane power.

Talent Elemental Array Burst is ready to use.
Talent Arcane Amplification Drone is ready to use.
The fabric of time around Thaumatest stabilizes to normal.

Talent Rune: Shielding is ready to use.
Talent Temporal Shield is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).