










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 14 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Xeronor the cold drake hatchling at level 8 on the 3rd Summertide 122nd year of Ascendancy at 19:36 3 / 2Killed by JimBoy at level 10 on the 1st Dusk 122nd year of Ascendancy at 16:48 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 19 (base 13) |
| Magic | 48 (base 40) |
| Willpower | 35 (base 27) |
| Cunning | 15 (base 11) |
Resources
| Life | 277/314 |
| Mana | 201/201 |
| Healing Factor | 1.0791723257556 |
| Regeneration | 0.2697930814389 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 6 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +10% |
| Lightning | +6% |
| Light | +6% |
| Darkness | +11% |
Defense: Base
| Armour (hardiness) | 13.665831526269 (30%) |
| Defense | 17 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 27 |
| Mental Save | 21 |
Defense: Resistances
| Darkness | + 27%( 70%) |
| Temporal | + 17%( 70%) |
| All | + 7%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 10% |
| Pinning Resistance | 63% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 85% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 303 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Feather Wind |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 |
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 |
Equipment
| On feet | Umbramaim the pair of rough leather boots (4 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Crit.mult +5.00% Spell.pwr +15 (+5 eff.) Melee Ret 4 darkness ----- def ----- Armour +1 Defense +4 (+3 eff.) Resists +3% fire Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Xoriba the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Phys.pwr +25 (+13 eff.) ----- def ----- Max.HP +42.00 ---------- misc Hate/m.crit +2.00 Max.psi +20.00 Light +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. |
| On head | Naturenail the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +5 Wil +2 Mag ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
| Tool | innervating elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +25% Rings make your fingers look great! |
| On fingers | titan's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +8 (+4 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | ethereal elm magestaff of power (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +10 (+4 eff.) Dmg.mod +10% arcane Phasing +11% ----- def ----- Defense +10 (+6 eff.) Shield.pwr +6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +7 (+3 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.10 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Shockravage' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Spell.crit +1% Dmg.mod +6% lightning +6% light ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +11% temporal Pinning- +24% Knockbk- +20% Amulets make your neck look great! |
Inventory
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +21% Amulets make your neck look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Earedas the Brightzeal (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- S.pwr/crit +2 Melee+ 6 acid Dmg.mod +4% acid +3% arcane Phasing +20% ----- def ----- Armour +1 Resists +6% acid +3% fire ---------- misc Vim/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
85 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, 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. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By JimBoy the Shalore Archmage level 10
10th Flare 122nd year of Ascendancy at 00:28 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By JimBoy the Shalore Archmage level 7
2nd Mirth 122nd year of Ascendancy at 02:17 see stats
Log
JimBoy wears (replacing mule's copper ring): titan's steel ring of tenacity.
JimBoy wears (replacing titan's copper ring): titan's steel ring of darkness (+22%).
You gain 8.05 gold from the transmogrification of Adithra the Cloudwolf (dig speed 29 turns).
You gain 1.67 gold from the transmogrification of prismatic cured leather armour of clarity (6 def, 4 armour).
You gain 12.50 gold from the transmogrification of Behemoth Hide (4 def, 6 armour).
You gain 1.13 gold from the transmogrification of cleansing rough leather cap of constitution (+2) (0 def, 1 armour).
You gain 8.52 gold from the transmogrification of Olyyon (0 def, 1 armour).
You gain 2.70 gold from the transmogrification of pair of iron boots of tirelessness (0 def, 3 armour).
You gain 2.89 gold from the transmogrification of grounding pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 1.24 gold from the transmogrification of mindwoven woollen robe of protection (3 def, 2 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 0.85 gold from the transmogrification of grounding rough leather belt of the mystic.
You gain 1.66 gold from the transmogrification of hateful iron waraxe (12-18 power, 2 apr).
You gain 2.41 gold from the transmogrification of acidic steel waraxe of daylight (16-22 power, 3 apr).
You gain 1.85 gold from the transmogrification of nature's vined mindstar of clarity (6-6 power, 18 apr, mind damage).
You gain 6.51 gold from the transmogrification of Nerissra the Magmazeal (16-26 power, 10 apr).
You gain 0.25 gold from the transmogrification of iron dagger (10-12 power, 5 apr).
You gain 1.60 gold from the transmogrification of titan's steel ring of fire (+22%).
You gain 1.55 gold from the transmogrification of marksman's steel ring of nature (+20%).
You gain 2.00 gold from the transmogrification of starlit steel amulet of dexterity (+3).
You gain 1.71 gold from the transmogrification of shielding rune of the wizard (absorb 329; dur 5; cd 18).
You gain 1.09 gold from the transmogrification of manasurge rune of the sneak (regen 698% over 10 turns; mana 35; cd 14).
You gain 1.09 gold from the transmogrification of manasurge rune of the duelist (regen 673% over 10 turns; mana 34; cd 12).
You gain 1.74 gold from the transmogrification of biting gale rune of the duelist (damage 75; dur 4; cd 20).
You gain 1.11 gold from the transmogrification of healing infusion of the duelist (heal 64; cd 11).
There is a collapsed tower here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.



































































