lim the level 11 Cornac Archmage by Evangile

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.5.10
Addons
CampaignMaj'Eyal
ModeNormal Adventure
SexMale
RaceCornac
ClassArchmage
Level / Exp11 / 95%
Sizemedium
Lifes / Deaths

Primary Stats

Strength17 (base 11)
Dexterity14 (base 14)
Constitution15 (base 10)
Magic41 (base 36)
Willpower23 (base 19)
Cunning16 (base 12)

Resources

Life226/226
Mana235/235
Healing Factor1.0405405405405
Regeneration0.26013513513514

Speed

Mental0%
Attack0%
Movement+10%
Spell0%
Global+100%

Vision

Sight10
Lite2
Infravision3
See Invisible6
ESP Range10
ESP Kindsdragon

Offense: Mainhand

Damage22
Accuracy20
Crit Chance8%
APR8
Speed1.00

Offense: Spell

Spellpower36
Crit Chance4%
Speed1

Offense: Mind

Mindpower21
Crit Chance4%
Speed1

Offense: Damage Bonus

Blight+12%
Physical+4%
Fire+10%
Cold+10%

Offense: Damage Penetration

Mind+5%

Defense: Base

Armour (hardiness)14 (30%)
Defense20
Ranged Defense20
Fatigue1
Physical Save12
Spell Save24
Mental Save25

Defense: Resistances

Nature+ 6%( 70%)
Cold+ 15%( 70%)
Blight+ 3%( 70%)
Fire+ 31%( 70%)
Mind+ 6%( 70%)
All 0%( 70%)

Defense: Immunities

Stun Resistance20%
Silence Resistance20%
Instadeath Resistance100%
Confusion Resistance42%

Inscriptions (3/3)

Infusions
Infusions
Runes

Class Talents

Spell / Arcane1.30
0/5
0/5
0/5
0/5
Spell / Phantasm1.30
0/5
0/5
0/5
0/5
Spell / Earth1.30
2/5
2/5
0/5
0/5
Spell / Fire1.30
5/5
1/5
1/5
0/5
Spell / Air1.30
5/5
3/5
0/5
0/5
Spell / Water1.30
0/5
0/5
0/5
0/5

Generic Talents

Spell / Aegis1.30
5/5
0/5
0/5
0/5
Spell / Divination1.30
0/5
0/5
0/5
0/5
Spell / Conveyance1.30
5/5
1/5
1/5
0/5

Effects

Quests

active
done
failed
done
done
done
done
done
done
active
active
active
active

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

Achievements

Level 10 Got a character to level 10.
By lim the Cornac Archmage level 10
4th Flare 122nd year of Ascendancy at 13:25
see stats

Log

You gain 1.65 gold from the transmogrification of phase door rune (range 5; power 18; dur 4).
You gain 1.12 gold from the transmogrification of
sun infusion of the titan (rad 5; power 29; turns 4; dispels darkness).
You gain 1.12 gold from the transmogrification of
sun infusion of the duelist (rad 5; power 28; turns 4; dispels darkness).
You gain 1.76 gold from the transmogrification of
movement infusion (300% speed; 5 turns).
You gain 1.71 gold from the transmogrification of
movement infusion (300% speed; 4 turns).
You gain 1.06 gold from the transmogrification of
healing infusion of the wizard (heal 118).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...

Saving done.

Saving game...

Lore found:
the egress (1)
You can read all your collected lore in the game menu, by pressing Escape.

Ran for 3 turns (stop reason: learnt lore).


Saving done.


You don't see how to get there...


The ground shakes as you finish the glyph sequence !
A portal appears inside the Occult Egress, this is likely where the adventurer went!
Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).

There is a Occult Egress here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).


There is a Occult Egress here (press '' or right click to use).

Saving game...

Saving done.