Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Anorithil |
| Level / Exp | 15 / 70% |
| Size | small |
| Lifes / Deaths | Killed by elven cultist at level 10 on the 10th Dusk 122nd year of Ascendancy at 12:09 2 / 3Killed by thought-forged warrior at level 15 on the 4th Haze 122nd year of Ascendancy at 00:24 Killed by Veare the shalore at level 15 on the 4th Haze 122nd year of Ascendancy at 01:07 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 46 (base 41) |
| Willpower | 18 (base 17) |
| Cunning | 29 (base 26) |
Resources
| Life | 392/392 |
| Positive | 17/82 |
| Negative | 14/62 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 9 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 1 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 38 |
Defense: Immunities
| Disarm Resistance | 46% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 194 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 216 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Halfling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Hymn of Moonlight |
| talent | Corona |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the temporal explorer from death by large brown snake. Escort: temporal explorer (level 3 of Old Forest) | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Dourwasp' (0 def, 1 armour) pair of rough leather boots 'Dourwasp' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire Changes damage: +3% darkness / +6% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | psion's linen wizard hat of the Brotherhood (1 def, 0 armour) psion's linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +1 Con Changes resistances: +5% mind Changes damage: +6% mind / +5% arcane Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Maximum psi: +14.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | supercharged yew wand of conjuration [power 277] (13 cooldown) supercharged yew wand of conjuration [power 277] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 138 to 277, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +25% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | savior's copper ring of tenacity savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
| Around waist | nightruned hardened leather belt of shielding nightruned hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Changes resistances: +5% light / +7% darkness It can be used to create a temporary shield that absorbs 221 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Eclipse (18-21.6 power, 4 apr, darkness element) Eclipse (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | Lightningnull the rough leather gloves (0 def, 1 armour) Lightningnull the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +3% lightning / +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's cashmere robe of power (2 def, 0 armour) dreamer's cashmere robe of power (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +17% mind / +10% darkness Changes damage: +7% all Physical save: +12 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+8 eff.) Spellpower: +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak of the Shaloren (1 def, 0 armour) resilient linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Wil Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of mastery (0.12 Celestial / Circles) copper amulet of mastery (0.12 Celestial / Circles)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Celestial / Circles Amulets can have magical properties. |
Inventory
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 after 40 turns, 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. |
Transmogrification Chest Transmogrification ChestPowered 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), costing 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ori the Halfling Anorithil level 13
42nd Dusk 122nd year of Ascendancy at 23:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ori the Halfling Anorithil level 10
2nd Dusk 122nd year of Ascendancy at 04:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ori the Halfling Anorithil level 8
4th Flare 122nd year of Ascendancy at 22:49 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ori the Halfling Anorithil level 6
1st Summertide 122nd year of Ascendancy at 02:58 see stats
Log
Ran for 13 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ori activates Chant of Fortitude.
Ori deactivates Chant of Fortitude.
There is an exit to the worldmap here (press '' or right click to use).
You gain 4.38 gold from the transmogrification of coruscating dwarven-steel shield (8 def, 2 armour, 81.5 block).
You gain 5.31 gold from the transmogrification of cured leather armour of the hero (2 def, 4 armour).
You gain 7.98 gold from the transmogrification of rejuvenating dwarven-steel mail armour of temporal resistance (3 def, 8 armour).
You gain 3.48 gold from the transmogrification of focusing woollen robe of lightning (+15%) (0 def, 0 armour).
You gain 5.00 gold from the transmogrification of thorny mindstar of storms (7.5-8.25 power, 24 apr, mind damage).
You gain 1.51 gold from the transmogrification of horrifying mossy mindstar of slime (2.5-2.75 power, 12 apr, nature damage).
You gain 2.88 gold from the transmogrification of chilling dwarven-steel mace of phasing (29-40.6 power, 11 apr).
You gain 2.59 gold from the transmogrification of iron greatmaul of crippling (16.5-24.75 power, 1 apr).
You gain 1.55 gold from the transmogrification of chilling dwarven-steel dagger of massacre (20-26 power, 7 apr).
You gain 4.98 gold from the transmogrification of blazebringer's steel dagger of rage (11-14.3 power, 6 apr).
You gain 1.04 gold from the transmogrification of manasurge rune of the warrior (1069% regen over 10 turns; 53 instant mana).
You gain 1.07 gold from the transmogrification of healing infusion of the wizard (heal 175).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 5th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
Ori deactivates Hymn of Moonlight.
The shroud of shadows around Ori disappears.
Ori deactivates Corona.
