Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Alchemist |
| Level / Exp | 7 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by golem (servant of Relae) at level 7 on the 79th Pyre 122nd year of Ascendancy at 07:04 0 / 5Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 22:12 Killed by skeleton warrior at level 7 on the 2nd Mirth 122nd year of Ascendancy at 20:31 Killed by skeleton warrior at level 7 on the 2nd Mirth 122nd year of Ascendancy at 23:26 Killed by skeleton master archer at level 7 on the 3rd Mirth 122nd year of Ascendancy at 21:36 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 14) |
| Magic | 30 (base 27) |
| Willpower | 15 (base 14) |
| Cunning | 15 (base 15) |
Resources
| Life | -3/191 |
| Mana | 162/167 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 5 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 10% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 16.5 |
| Crit Chance | 2% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Darkness | +15% |
| Lightning | +10% |
| Cold | +11% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 2.35 |
| Ranged Defense | 2.35 |
| Fatigue | 0 |
| Physical Save | 15.8 |
| Spell Save | 19.75 |
| Mental Save | 21.25 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Light | + 30%( 70%) |
| Nature | + 10%( 70%) |
| Acid | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Cold | + 34%( 70%) |
| All | 0%( 70%) |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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 / Explosive admixtures | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Infusion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
Quests
You failed to protect the lost anorithil from death by giant carpenter ant. Escort: lost anorithil (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
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 |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | active |
Equipment
| Tool | woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +10% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. |
| On fingers | titan's copper ring of lightning (+20%) titan's copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 Rings can have magical properties. |
| Quiver | 49 alchemist zircon 49 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
| Main armor | spellwoven linen robe of frost (+16%) (0 def, 0 armour) spellwoven linen robe of frost (+16%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold Spellpower: +2 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | clarifying linen wizard hat of seeing (1 def, 0 armour) clarifying linen wizard hat of seeing (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 Mental save: +6 Infravision radius: +1 See stealth: +5 See invisible: +5 A pointy cloth hat, very wizardly... |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | thick linen cloak of clarity (1 def, 6 armour) thick linen cloak of clarity (1 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +12% cold Mental save: +6 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 | surging ash vilestaff of might (15-18 power, 3 apr, darkness damage) surging ash vilestaff of might (15-18 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: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Inventory
titan's sun infusion (rad 5; power 40; turns 4; dispells darkness) titan's sun infusion (rad 5; power 40; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 40) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
balanced steel dagger of erosion (9-11.7 power, 6 apr) balanced steel dagger of erosion (9-11.7 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +7 nature / +6 temporal When wielded/worn: Accuracy: +5 Defense: +4 Sharp, short and deadly. |
Sparkdream (14.5-21.75 power, 1 apr) Sparkdream (14.5-21.75 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +2 Cun Damage when the wearer hits(melee): 2 mind Changes damage: +15% lightning Massive two-handed maul. |
iron greatsword of projection (10-16 power, 1 apr) iron greatsword of projection (10-16 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 10.0 - 16.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +6 mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed swords. |
balanced iron longsword of crippling (6-8.4 power, 2 apr) balanced iron longsword of crippling (6-8.4 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +5 Physical crit. chance: +5.0% Defense: +5 Sharp, long, and deadly. |
hateful iron mace of massacre (12-16.8 power, 2 apr) hateful iron mace of massacre (12-16.8 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +6 darkness Damage against: +8% Humanoid Blunt and deadly. |
earthen elm starstaff of warding (10-12 power, 2 apr, physical damage) earthen elm starstaff of warding (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: Armour: +2 Maximum wards: +2 physical Changes damage: +10% physical 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. |
shimmering elm magestaff (10-12 power, 2 apr, cold damage) shimmering elm magestaff (10-12 power, 2 apr, cold 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: Cold Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Maximum mana: +32.00 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
linen cloak of resilience (1 def, 0 armour) linen cloak of resilience (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 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. |
5 alchemist agate 5 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of the zealot bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Spell save: +6 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
flaming pouch of steel shots (19/19, 19.5-23.4 power, 2 apr) flaming pouch of steel shots (19/19, 19.5-23.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Burst (radius 1) on hit: +5 fire Shots are used with slings to pummel your foes to death. |
elm totem of thorny skin [power 11] (20 cooldown) elm totem of thorny skin [power 11] (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 11 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 10] (20 cooldown) elm totem of thorny skin [power 10] (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 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
Achievements
Emancipation
Had the golem kill a boss while its master was already dead.By Relae the Higher Alchemist level 7
79th Pyre 122nd year of Ascendancy at 06:20 see stats
Take you with me
Killed a boss while already dead.By Relae the Higher Alchemist level 7
79th Pyre 122nd year of Ascendancy at 06:20 see stats
Log
Talent Refit Golem is ready to use.
Relae picks up (q.): citrine.
There is an item here: ash starstaff (15-18 power, 3 apr, physical damage)
Golem (servant of Relae) uses Knockback.
Golem (servant of Relae) hits skeleton master archer for 60 physical, 6 temporal, 6 fire damage (total 71.19).
Skeleton master archer uses Pinning Shot.
Golem (servant of Relae) is pinned to the ground.
Skeleton master archer hits golem (servant of Relae) for 79 physical, 5 darkness, 5 acid damage (total 87.09).
There is an item here: ash starstaff (15-18 power, 3 apr, physical damage)
Skeleton master archer uses Crippling Shot.
Golem (servant of Relae) slows down.
Skeleton master archer hits golem (servant of Relae) for 98 physical damage.
Skeleton master archer killed golem (servant of Relae)!
Relae casts Throw Bomb.
Skeleton master archer is on fire!
Relae hits skeleton master archer for 25 fire, 9 fire damage (total 32.49).
Skeleton master archer shoots!
Skeleton master archer performs a critical strike!
Relae is crippled.
Skeleton master archer hits Relae for 104 physical, 5 darkness, 6 acid damage (total 113.47).
Skeleton master archer shoots!
Saving done.
Saving done.
Saving game...
