Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Spellsword 1.0.4 Items Vault 1.0.3 Midnight 1.0.4 Predator Class 1.0.4 Arcanum Class Pack 1.0.4 Empyreal 1.0.3 Necromancy+ 1.0.4 Druid Class 1.0.4 Celestial Avatar Class 1.0.1 Stoic class 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Enchanter |
| Level / Exp | 9 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by white crystal at level 7 on the 5th Mirth 122nd year of Ascendancy at 13:48 1 / 4Killed by The Shade at level 8 on the 2nd Summertide 122nd year of Ascendancy at 07:41 Killed by red crystal at level 9 on the 2nd Flare 122nd year of Ascendancy at 00:55 Killed by Victor at level 9 on the 2nd Flare 122nd year of Ascendancy at 01:15 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 17 (base 17) |
| Magic | 35 (base 33) |
| Willpower | 19 (base 16) |
| Cunning | 10 (base 10) |
Resources
| Life | 207/207 |
| Mana | 213/213 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 10 |
| Crit Chance | 2% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.3 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Darkness | -6% |
| Acid | -6% |
| Blight | -6% |
| Arcane | +16% |
| Fire | +10% |
| Cold | +16% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 1.2434497875802E-14 |
| Ranged Defense | 1.2434497875802E-14 |
| Fatigue | 0 |
| Physical Save | 9.45 |
| Spell Save | 18.9 |
| Mental Save | 16.15 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 3.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.25 nature damage per turns for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Inanimation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Ordered hedgemagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Force | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff magic | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
Escort the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest) | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 1 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Equipment
| Tool | fortified supercharged elm wand of detection [power 7] (23 cooldown) fortified supercharged elm wand of detection [power 7] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 23 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Rings can have magical properties. |
| Around waist | rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Spellpower: +3 A belt that goes around your waist. |
| Main armor | spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spellpower: +2 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| 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. |
| In main hand | fortified Kor's Fall (16-19.2 power, 0 apr, fire damage) fortified Kor's Fall (16-19.2 power, 0 apr, fire damage)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 110% Mag Damage type: Fire Accuracy: +6 Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +16% arcane / +10% fire / +16% cold / +16% lightning / -6% acid / -6% darkness / -6% blight Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. |
Inventory
This item will automatically be transmogrified when you leave the level. titan's copper ring of physical power titan's copper ring of physical power Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Changes stats: +3 Con Physical save: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. iron mace of phasing (7-9.8 power, 7 apr)iron mace of phasing (7-9.8 power, 7 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% Blunt and deadly. |
5 agate 5 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. |
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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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 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. |
5 ametrine 5 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. |
3 zircon 3 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
The secret city
Discovered the truth about mages.By Victor the Cornac Enchanter level 8
9th Mirth 122nd year of Ascendancy at 05:01 see stats
Log
Victor casts Force Punch.
Red crystal resists the punch!
Victor hits red crystal for 50 physical damage.
Red crystal casts Flame.
Red crystal hits Victor for 51 fire damage.
Talent Infusion: Insidious Poison is ready to use.
Red crystal hits Victor for 26 fire damage.
Red crystal killed Victor!
Victor the level 9 cornac enchanter was flamed to death by a red crystal on level 2 of Old Forest.
You have 1 life(s) left.
Victor deactivates Power Armour.
Victor stops regenerating health quickly.
Victor deactivates Magnetize.
Victor deactivates Staff Warding.
Victor stops being poisoned.
Victor stops burning.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Ghostly Blade is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Force Punch is ready to use.
Saving done.
Saving done.
Saving game...
