Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.47 |
| Addons | Items Vault 0.9.47 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 16 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Dunell the dwarf at level 15 on the 71st Pyre 123rd year of Ascendancy at 19:16 3 / 2Killed by Shatil the shalore at level 16 on the 79th Pyre 123rd year of Ascendancy at 15:25 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 57 (base 43) |
| Willpower | 21 (base 10) |
| Cunning | 36 (base 34) |
Resources
| Life | 238/289 |
| Positive | 52/85 |
| Negative | 65/65 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 4 |
| Crit Chance | 16% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47.333333333333 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.55 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +47% |
| Light | +18% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 4 |
| Ranged Defense | 7 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 26.65 |
| Mental Save | 19.95 |
Defense: Resistances
| Darkness | + 46%( 70%) |
| Light | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| All | 0%( 70%) |
| Nature | + 9%( 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: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Effects
| talent | Hymn of Moonlight |
| talent | Corona |
| beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
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 |
You failed to protect the lone alchemist from death by rattlesnake. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by Lady Zoisla the Tidebringer. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
| 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. |
| On head | spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour) spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% darkness Changes damage: +11% darkness Spellpower: +3 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
| Tool | Emelatta of firewall [power 85] (6 cooldown) Emelatta of firewall [power 85] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 6 arcane Damage when the wearer is hit: 8 arcane Changes resistances: +5% arcane It can be used to creates a wall of flames lasting for 4 turns (dam 85 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's gold ring of darkness (+30%) mule's gold ring of darkness (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +30% darkness Changes damage: +15% darkness Maximum encumberance: +25 Rings can have magical properties. |
| On fingers | conjurer's steel ring of blasting conjurer's steel ring of blastingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Damage when the wearer hits(melee): 5 lightning / 3 physical Damage when the wearer is hit: 5 lightning / 3 physical Spellpower: +5 Rings can have magical properties. |
| Around waist | rough leather belt of magery rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +3 Wil Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | Lelarand the ash starstaff (15-18 power, 3 apr, darkness damage) Lelarand the ash starstaff (15-18 power, 3 apr, darkness damage)Requires: - Magic 16 Powered by arcane forces 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: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% nature Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower on spell critical (stacks up to 3 times): +2 Psi when firing a critical mind attack: +1.00 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of war-making (0 def, 2 armour) hardened leather gloves of war-making (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Critical mult.: +22.00% Spell crit. chance: +5% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stargazer's woollen robe of Linaniil (0 def, 0 armour) stargazer's woollen robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes damage: +6% darkness / +8% light Mana each turn: +0.10 Maximum mana: +40.00 Spellpower: +9 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +5 Mag / +3 Wil Spell save: +6 Maximum mana: +41.00 Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumberance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
cleansing copper amulet of mastery (0.10 Celestial / Light) cleansing copper amulet of mastery (0.10 Celestial / Light)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature Talent mastery: +0.10 Celestial / Light Poison immunity: +22% Amulets can have magical properties. |
insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% fire / +12% cold Amulets can have magical properties. |
shielding copper amulet shielding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light Blindness immunity: +24% Amulets can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% See stealth: +7 See invisible: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. vined mindstar (6-6.6 power, 18 apr, mind damage)vined mindstar (6-6.6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% 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. |
spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% blight Mana each turn: +0.15 Maximum mana: +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
focusing woollen robe of frost (+18%) (0 def, 0 armour) focusing woollen robe of frost (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% cold Changes damage: +12% cold Mana each turn: +0.11 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+16%) (0 def, 0 armour) linen robe of frost (+16%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of lightning (+15%) (0 def, 0 armour) linen robe of lightning (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% lightning Changes damage: +10% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of light (+15%) (0 def, 0 armour) spellwoven woollen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% light Changes damage: +10% light Spellpower: +2 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shielding linen wizard hat of light (+15%) (1 def, 0 armour) shielding linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% light Changes damage: +10% light Spell save: +6 A pointy cloth hat, very wizardly... |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
110 alchemist agate 110 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. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
3 amethyst 3 amethyst0.00 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% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By always dead the Cornac Anorithil level 11
27th Dusk 122nd year of Ascendancy at 16:49 see stats
Level 10
Got a character to level 10.By always dead the Cornac Anorithil level 10
8th Flare 122nd year of Ascendancy at 14:21 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By always dead the Cornac Anorithil level 3
78th Pyre 122nd year of Ascendancy at 04:47 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By always dead the Cornac Anorithil level 12
35th Dusk 122nd year of Ascendancy at 18:59 see stats
Size matters
Did over 600 damage in one attack.By always dead the Cornac Anorithil level 13
70th Dusk 122nd year of Ascendancy at 05:45 see stats
The Arena
Unlocked Arena mode.By always dead the Cornac Anorithil level 7
8th Mirth 122nd year of Ascendancy at 01:24 see stats
The secret city
Discovered the truth about mages.By always dead the Cornac Anorithil level 7
4th Mirth 122nd year of Ascendancy at 11:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By always dead the Cornac Anorithil level 16
79th Pyre 123rd year of Ascendancy at 18:30 see stats
Log
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
Saving done.
Saving game...
Always dead casts Moonlight Ray.
Always dead hits ghoul for 235 darkness damage.
Always dead casts Searing Light.
Always dead hits ghoul for 83 light damage.
Always dead hits ghoul for 41 light damage.
Always dead casts Firebeam.
You collect a new ingredient: chunk of ghoul flesh.
Talent Moonlight Ray is ready to use.
Always dead hits ghoul for 92 fire damage.
Always dead killed ghoul!
Always dead picks up (e.): vined mindstar (6-6.6 power, 18 apr, mind damage).
Talent Searing Light is ready to use.
Always dead casts Twilight Surge.
Always dead's spell attains critical power!
Always dead is surging arcane power.
Always dead casts Twilight.
Talent Firebeam is ready to use.
The shroud of shadows around always dead disappears.
