Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Archmage |
| Level / Exp | 7 / 82% |
| Size | small |
| Lifes / Deaths | Killed by Spacial Disturbance at level 2 on the 75th Pyre 122nd year of Ascendancy at 01:32 0 / 5Killed by Ivegatira the dire wolf at level 5 on the 3rd Dusk 122nd year of Ascendancy at 15:58 Killed by skeleton archer at level 7 on the 7th Dusk 122nd year of Ascendancy at 01:29 Killed by skeleton warrior at level 7 on the 8th Dusk 122nd year of Ascendancy at 08:48 Killed by The Shade at level 7 on the 10th Dusk 122nd year of Ascendancy at 04:38 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 28 (base 28) |
| Willpower | 23 (base 20) |
| Cunning | 15 (base 12) |
Resources
| Life | -8/190 |
| Mana | 18/127 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 8 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.55 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Acid | +6% |
| Arcane | +6% |
| Fire | +21% |
| Cold | +18% |
Defense: Base
| Armour (hardiness) | 7.3938468553494 (30%) |
| Defense | 7.4 |
| Ranged Defense | 7.4 |
| Fatigue | 1 |
| Physical Save | 12 |
| Spell Save | 17.85 |
| Mental Save | 18.3 |
Defense: Resistances
| Cold | + 18%( 70%) |
| Fire | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Power |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You have an arcane eye observing for you in a radius of 5. Arcane Eye |
Quests
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by Elfalman. Escort: worried loremaster (level 3 of Trollmire) | failed |
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. | 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 Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 explored the expanse and closed all three wormholes. | done |
Equipment
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: -5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.15 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Around waist | clarifying rough leather belt of the mind clarifying rough leather belt of the mindInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 Mindpower: +3 A belt that goes around your waist. |
| Main armor | linen robe of frost (+18%) (0 def, 0 armour) linen robe of frost (+18%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +5 A cap made of leather. |
| Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 3/70) : Effective talent level: 2.0 Power cost: 70 out of 3/70. Range: 10.00 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 22.32 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star - deep black - and yet it somehow shines. |
| Cloak | Chargejustice (1 def, 0 armour) Chargejustice (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 Changes stats: +1 Dex Maximum encumbrance: +10 Maximum life: +30.00 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 | elm magestaff (10-12 power, 2 apr, fire damage) elm magestaff (10-12 power, 2 apr, fire damage)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: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 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. |
psionicist's steel ring of lightning (+20%) psionicist's steel ring of lightning (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +6 Rings can have magical properties. |
huntsman's steel greatsword of massacre (30.5-48.8 power, 2 apr) huntsman's steel greatsword of massacre (30.5-48.8 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.5 - 48.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 nature Damage against: +8% Animal Massive two-handed swords. |
earthen elm magestaff of warding (10-12 power, 2 apr, lightning damage) earthen elm magestaff of warding (10-12 power, 2 apr, lightning damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Maximum wards: +2 lightning Changes damage: +10% lightning Talents granted: +1 Command Staff +1 Ward Physical save: +3 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of might (10-12 power, 2 apr, physical damage) elm starstaff of might (10-12 power, 2 apr, physical damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of projection (17-20.4 power, 3 apr, darkness damage) potent ash starstaff of projection (17-20.4 power, 3 apr, darkness damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% It can be used to projects 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. |
shimmering ash vilestaff of power (15-18 power, 3 apr, blight damage) shimmering ash vilestaff of power (15-18 power, 3 apr, blight damage)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: 100% Mag Damage type: Blight Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Maximum mana: +40.00 Spellpower: +10 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff of warding (10-12 power, 2 apr, acid damage) shimmering elm vilestaff of warding (10-12 power, 2 apr, acid damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Maximum wards: +2 acid Changes damage: +10% acid Talents granted: +1 Command Staff +1 Ward Maximum mana: +31.00 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Splendourmaster (2 def, 4 armour) Splendourmaster (2 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +3% darkness / +12% fire Changes resistances penetration: +5% light Spell save: +3 A suit of armour made of leather. |
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. |
Hellspawn of trap destruction [power 18] (15 cooldown) Hellspawn of trap destruction [power 18] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 fire Changes resistances: +3% fire Changes resistances penetration: +5% blight Changes damage: +6% fire It can be used to try to disarm any known traps in a line (disarm power 18), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of trap destruction [power 15] (12 cooldown) quick elm wand of trap destruction [power 15] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to try to disarm any known traps in a line (disarm power 15), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Elfalman the Halfling Archmage level 2
75th Pyre 122nd year of Ascendancy at 04:39 see stats
Log
The Shade casts Manathrust.
The Shade hits Elfalman for 53 arcane damage.
Elfalman uses Infusion: Regeneration.
Elfalman starts regenerating health quickly.
Elfalman casts Chain Lightning.
Talent Lightning is ready to use.
The Shade casts Rune: Manasurge.
The Shade starts to surge mana.
Elfalman casts Lightning.
Elfalman hits Iceblock for 69 lightning damage.
The Shade casts Manathrust.
The Shade hits Elfalman for 53 arcane damage.
Elfalman shrugs off the effect 'Void Echoes'!
Elfalman casts Flame.
Elfalman hits Iceblock for 50 fire damage.
Talent Lightning is ready to use.
Elfalman casts Lightning.
Elfalman hits Iceblock for 61 lightning damage.
Elfalman stops regenerating health quickly.
Elfalman is free from the ice.
The Shade casts Manathrust.
Saving done.
Saving done.
Saving game...
