







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Yeek |
Class | Archmage |
Level / Exp | 11 / 6% |
Size | small |
Lifes / Deaths | Killed by Murgol, the Yaech Lord at level 3 on the 76th Pyre 122nd year of Ascendancy at 07:51 0 / 5Killed by Eilinerin the degenerated skeleton archer at level 10 on the 2nd Mirth 122nd year of Ascendancy at 11:13 Killed by Gimida the ghast at level 10 on the 2nd Mirth 122nd year of Ascendancy at 15:27 Killed by armoured skeleton warrior at level 11 on the 3rd Mirth 122nd year of Ascendancy at 16:12 Killed by armoured skeleton warrior at level 11 on the 3rd Mirth 122nd year of Ascendancy at 16:27 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 16 (base 10) |
Magic | 41 (base 36) |
Willpower | 42 (base 25) |
Cunning | 15 (base 11) |
Resources
Life | -46/152 |
Mana | 225/350 |
Healing Factor | 1.1545771506545 |
Regeneration | 0.98139057805633 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 14 |
Accuracy | 2 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Physical | +15% |
Temporal | +3% |
Cold | +25% |
Arcane | +6% |
Fire | +9% |
Nature | +11% |
Offense: Damage Penetration
Arcane | +15% |
Physical | +5% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 28 |
Mental Save | 27 |
Defense: Resistances
Lightning | + 18%( 70%) |
Nature | + 35%( 70%) |
Fire | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 41%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (44 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
On hands | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 18 arcane resource burn Spell save: +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.60 to 91.79 lightning damage (61.20 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +20 (+10 eff.) Changes resistances: +6% fire Changes damage: +6% arcane Physical save: +6 (+3 eff.) Cut immunity: +10% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.96 cold and 15.60 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil / +5 Con Changes resistances penetration: +5% physical Changes damage: +3% temporal / +9% fire Stamina each turn: +1.00 Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 (+6 eff.) Stealth bonus: +6 Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% nature / +9% all Changes damage: +11% nature Mental save: +16 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() Requires: - Magic 16 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +10% acid / +15% arcane Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +11.00% Knockback immunity: +10% Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Inventory
![]() shielding rune (absorb 114; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 114 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() wizard's steel ring of blight (+14%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +14% blight Changes damage: +14% blight Spell save: +4 (+2 eff.) Rings make your fingers look great! |
![]() steel dagger of amnesia (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() cured leather armour of command (12 def, 8 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +2 Cun Mental save: +10 (+5 eff.) A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Looser the Yeek Archmage level 10
2nd Mirth 122nd year of Ascendancy at 03:40 see stats
Log
From the brink of death you seem to be yanked to another plane.
Armoured skeleton warrior killed Looser!
Saving game...
Resting starts...
Looser uses Infusion: Regeneration.
Looser starts regenerating health quickly.
Talent Chain Lightning is ready to use.
Rested for 2 turns (stop reason: all resources and life at maximum).
Saving done.
Looser activates Arcane Shield.
Looser activates Phantasmal Shield.
Looser activates Shielding.
Looser stops regenerating health quickly.
Ran for 2 turns (stop reason: interesting character).
You are sent back to the material plane!
Looser casts Illuminate.
Armoured skeleton warrior resists the blinding light!
Looser hits Armoured skeleton warrior for (40 blocked), 50 light (50 total damage).
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Looser!
Looser is stunned!
Armoured skeleton warrior hits Looser for 72 physical, 126 physical (198 total damage).
Phantasmal Shield hits Armoured skeleton warrior for 65 light damage.
Melee retaliation hits Armoured skeleton warrior for 0 arcane, 0 arcane (0 total damage).
Looser the level 11 yeek archmage was mauled to death by an armoured skeleton warrior on level 3 of Ruined halfling complex.