Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Items Vault 1.0.3 Old RPG Tileset 1.0.1 |
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 12 / 11% |
Size | small |
Lifes / Deaths | Killed by alchemist at level 12 on the 75th Pyre 122nd year of Ascendancy at 04:50 4 / 1 |
Primary Stats
Strength | 16 (base 19) |
Dexterity | 10 (base 12) |
Constitution | 13 (base 18) |
Magic | 22 (base 22) |
Willpower | 20 (base 14) |
Cunning | 24 (base 20) |
Resources
Mana | 100/176 |
Equilibrium | 33 |
Life | -26/210 |
Positive | 0/73 |
Stamina | 138/138 |
Healing Factor | 1 |
Regeneration | 12.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 22 |
Accuracy | 32 |
Crit Chance | 7% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 32 |
Crit Chance | 7% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 26.301215061775 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Fire | +3% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 11 |
Physical Save | 12.15 |
Spell Save | 17.7 |
Mental Save | 17.4 |
Defense: Resistances
Cold | + 12%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 61 life over 5 turns. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Fiery Hands |
talent | Shadow Combat |
talent | Wild Growth |
talent | Psiblades |
talent | Weapon of Light |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
Around neck | insulating copper amulet of mastery (0.11 Spell / Advanced-golemancy) insulating copper amulet of mastery (0.11 Spell / Advanced-golemancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +12% cold Talent mastery: +0.11 Spell / Advanced-golemancy Amulets can have magical properties. |
In main hand | gifted mossy mindstar of balance (2.5-2.75 power, 21 apr, nature damage) gifted mossy mindstar of balance (2.5-2.75 power, 21 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 54% Wil, 18% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +21 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +3 Mental save: +2 Equilibrium when hit: +0.60 Mindpower: +7 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Main armor | cured leather armour (2 def, 4 armour) cured leather armour (2 def, 4 armour)Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% A suit of armour made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
On head | dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In off hand | mossy mindstar (2.5-2.75 power, 21 apr, nature damage) mossy mindstar (2.5-2.75 power, 21 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 54% Wil, 18% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +21 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Inventory
balanced iron longsword (6.5-9.1 power, 2 apr) balanced iron longsword (6.5-9.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +6 Sharp, long, and deadly. |
iron mace of vileness (6-8.4 power, 2 apr) iron mace of vileness (6-8.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +6 blight Burst (radius 2) on crit: +5 corrupted blood Blunt and deadly. |
stralite mace of massacre (45-63 power, 5 apr) stralite mace of massacre (45-63 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
nature's mossy mindstar of slime (3-3.3 power, 12 apr, mind damage) nature's mossy mindstar of slime (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 slime Changes resistances: +3% blight Changes damage: +6% nature Disease immunity: +10% Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (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: +3 Str A cap made of leather. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% A suit of armour made of mail. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Visa the Yeek Adventurer level 10
74th Pyre 122nd year of Ascendancy at 20:31 see stats
Log
Wolf misses Visa.
Giant brown mouse hits Visa for 5 physical damage.
Visa uses Infusion: Regeneration.
Visa starts regenerating health quickly.
Alchemist casts Throw Bomb.
Alchemist hits Visa for 48 acid damage.
Wolf misses Visa.
Giant brown mouse hits Visa for 5 physical damage.
Visa hits wolf for 21 nature, 11 fire, 12 darkness, 23 nature, 11 fire, 12 darkness damage (total 87.84).
Wolf hits Visa for 11 physical damage.
White crystal casts Phase Door.
Giant brown mouse hits Visa for 5 physical damage.
Visa hits wolf for 21 nature, 11 fire, 12 darkness, 23 nature, 11 fire, 12 darkness damage (total 87.84).
Alchemist activates Lightning Infusion.
Alchemist activates Acid Infusion.
Alchemist deactivates Lightning Infusion.
Wolf hits Visa for 10 physical damage.
Your score multiplier increases by 0.1!
Great wolf howls
Visa hits wolf for 21 nature damage.
Visa killed wolf!
Giant brown mouse hits Visa for 5 physical damage.
Alchemist casts Throw Bomb.
Alchemist hits Visa for 53 acid damage.
Alchemist killed Visa!
Visa the level 12 yeek adventurer was melted to death by an alchemist on level 9 of The Arena.