Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 19 / 1% |
| Size | small |
| Lifes / Deaths | Killed by shadow at level 19 on the 40th Haze 122nd year of Ascendancy at 22:59 / 1 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 48 (base 47) |
| Willpower | 49 (base 38) |
| Cunning | 15 (base 11) |
Resources
| Life | -56/264 |
| Mana | 297/393 |
| Paradox | 286 |
| Healing Factor | 1.41 |
| Regeneration | 1.3395 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 2 |
| Crit Chance | 5% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32.65 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +9% |
| Temporal | +15% |
| Blight | +12% |
| Arcane | +24% |
| Fire | +5% |
Offense: Damage Penetration
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 16.90850245601 |
| Ranged Defense | 36.871113629055 |
| Fatigue | 0 |
| Physical Save | 34.561354858651 |
| Spell Save | 49.590903239101 |
| Mental Save | 36.7 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Cold | + 10%( 70%) |
| Fire | + 22%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 60% |
| Confusion Resistance | 95% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 268 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 10) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot heal or regen life while invisible. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 955% over 10 turns and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Feather Wind |
| talent | Phantasmal Shield |
| talent | Shielding |
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Blur Sight |
| beneficial effect | Improves/gives invisibility (power 10). Invisibility |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is in a whistling vortex, granting +20 ranged defense, -20 ranged accuracy and incoming projectiles are 30% slower. Whistling Vortex |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. * You've found the needed vial of squid ink. | 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 within | 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: +2 Fatigue: +1% A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +4 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 | shielding elven-silk wizard hat of seeing (3 def, 0 armour) shielding elven-silk wizard hat of seeing (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Spell save: +6 Infravision radius: +3 See stealth: +5 See invisible: +6 A pointy cloth hat, very wizardly... |
| Tool | Thunderdash of thermal psionic shield [power 23] (20 cooldown) Thunderdash of thermal psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +25% lightning Changes damage: +18% lightning / +15% temporal It can be used to setup a psionic shield, reducing all fire and cold damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of blight (+12%) savior's steel ring of blight (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% blight Changes damage: +12% blight Physical save: +6 Spell save: +6 Mental save: +7 Rings can have magical properties. |
| On fingers | titan's gold ring of life titan's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Con Physical save: +12 Life regen: +0.70 Maximum life: +53.00 Healing mod.: +11% Rings can have magical properties. |
| Around waist | protective hardened leather belt of the mind protective hardened leather belt of the mindPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Spell save: +6 Mindpower: +5 A belt that goes around your waist. |
| In main hand | Brightpower the yew magestaff (24-28.8 power, 4 apr, arcane damage) Brightpower the yew magestaff (24-28.8 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% arcane / +9% light Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +5 Spell save: +12 Mental save: +4 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 22/24) : Effective talent level: 2.0 Power cost: 6 out of 22/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.39 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Emissra (0 def, 0 armour) Emissra (0 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +4 Maximum mana: +80.00 Healing mod.: +30% Defense after a teleport: +20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil / +1 Mag Spell save: +5 Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold / +12% fire Amulets can have magical properties. |
Inventory
steel amulet of strength (+3) steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Newly picked up steel greatmaul of phasing (26.5-39.75 power, 11 apr)steel greatmaul of phasing (26.5-39.75 power, 11 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +11 Physical crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +24% Massive two-handed maul. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
58 alchemist agate 58 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. |
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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Achievements
Curse Lifter (Nightmare difficulty)
Killed Ben Cruthdar the Cursed.By Artur the Yeek Archmage level 13
19th Dusk 122nd year of Ascendancy at 05:14 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By Artur the Yeek Archmage level 10
2nd Summertide 122nd year of Ascendancy at 20:22 see stats
Rescuer of the lost (Nightmare difficulty)
Rescued the merchant from the assassin lord.By Artur the Yeek Archmage level 17
62nd Dusk 122nd year of Ascendancy at 04:33 see stats
The Arena (Nightmare difficulty)
Unlocked Arena mode.By Artur the Yeek Archmage level 10
8th Flare 122nd year of Ascendancy at 00:07 see stats
The secret city (Nightmare difficulty)
Discovered the truth about mages.By Artur the Yeek Archmage level 18
16th Haze 122nd year of Ascendancy at 01:20 see stats
Log
Artur casts Flame.
Isalewyn the degenerated skeleton warrior is on fire!
Minotaur of the Labyrinth is on fire!
Artur hits Minotaur of the Labyrinth for 89 fire, 30 fire damage (total 118.23).
Artur hits Isalewyn the degenerated skeleton warrior for 107 fire, 36 fire damage (total 142.47).
Isalewyn the degenerated skeleton warrior uses Willful Strike.
Isalewyn the degenerated skeleton warrior hits Artur for 157 physical damage.
Artur hits Minotaur of the Labyrinth for 30 fire damage.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Artur for 85 physical damage.
Artur hits shadow for 0 light damage.
Artur is no longer out of phase.
Artur casts Rune: Invisibility.
Artur vanishes from sight.
Artur hits Minotaur of the Labyrinth for 18 fire damage.
Shadow casts Blindside.
Saving done.
Saving done.
Saving game...
