Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | No Race-based Exp Penalties 1.0.4 Ignore Race/Class Locks 1.0.4 Items Vault 1.0.3 Rest Tweaks (Rechargeables, Auto-use and More!) 1.0.4 Predator Class 1.0.4 Shadow Race 1.0.1 Adjustable Exp 1.0.4 Timed Rest 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Runic Golem |
| Class | Golem |
| Level / Exp | 3 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 3 on the 76th Pyre 122nd year of Ascendancy at 02:32 0 / 2Killed by Artve the human at level 3 on the 78th Pyre 122nd year of Ascendancy at 02:59 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 8 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 18 (base 16) |
| Willpower | 12 (base 10) |
| Cunning | 5 (base 10) |
Resources
| Life | 142/142 |
| Mana | 124/124 |
| Stamina | 111/111 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 2 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 10.4 |
| Crit Chance | 0% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 2.3 |
| Ranged Defense | 2.3 |
| Fatigue | 7 |
| Physical Save | 10.15 |
| Spell Save | 10.5 |
| Mental Save | 5.95 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 623% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Golem / Fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Golem / Arcane | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Main armor | cured leather armour (2 def, 4 armour) cured leather armour (2 def, 4 armour)Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% A suit of armour made of leather. |
| 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. |
| Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 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 | huntsman's iron mace of massacre (13-18.2 power, 2 apr) huntsman's iron mace of massacre (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +7 nature Damage against: +7% Animal Blunt and deadly. |
Inventory
This item will automatically be transmogrified when you leave the level. thought-forged iron dagger of massacre (9-11.7 power, 5 apr)thought-forged iron dagger of massacre (9-11.7 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +4 mind Damage conversion: 20% mind When wielded/worn: Changes stats: +1 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword of daylight (11-17.6 power, 1 apr)acidic iron greatsword of daylight (11-17.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 11.0 - 17.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 light / +6 acid Damage against: +11% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elm longbow of fireelm longbow of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +7 fire When wielded/worn: Changes damage: +8% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. acidic iron longsword of massacre (11-15.4 power, 2 apr)acidic iron longsword of massacre (11-15.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +7 acid Sharp, long, and deadly. |
ash magestaff of protection (15-18 power, 3 apr, fire damage) ash magestaff of protection (15-18 power, 3 apr, fire 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: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% fire Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. impenetrable iron mail armour of cold resistance (2 def, 9 armour)impenetrable iron mail armour of cold resistance (2 def, 9 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +12% Changes resistances: +15% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron mail armour of delving (2 def, 4 armour)iron mail armour of delving (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +5 Str Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 6 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rough leather armour of the sky (4 def, 2 armour)rough leather armour of the sky (4 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +3 Fatigue: +6% Changes stats: +3 Dex Changes resistances: +10% lightning / +12% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. iron shield of the sun (4 def, 2 armour, 23 block)iron shield of the sun (4 def, 2 armour, 23 block) Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage when the wearer is hit: 11 light Changes resistances: +5% darkness / +5% light Talent granted: +1 Block It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will also do 12.48 light damage within radius 3. The damage done will increase with your Spellpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of fire resistance (+16%) (4 def, 6 armour, 42.5 block)reinforced iron shield of fire resistance (+16%) (4 def, 6 armour, 42.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices |
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. |
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. |
This item will automatically be transmogrified when you leave the level. quick elm wand of detection [power 5] (12 cooldown)quick elm wand of detection [power 5] (12 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 5), placing all other charms into a 12 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Artve the human hits Booratino for 12 fire damage.
Talent Eye Beam is ready to use.
Booratino stops burning.
Booratino casts Eye Beam.
Booratino hits Artve the human for 134 lightning damage.
Booratino killed Artve the human!
Talent Eye Beam is ready to use.
Booratino picks up (a.): huntsman's iron mace of massacre (13-18.2 power, 2 apr).
Booratino picks up (b.): iron shield of the sun (4 def, 2 armour, 23 block).
Booratino picks up (b.): impenetrable iron mail armour of cold resistance (2 def, 9 armour).
Booratino picks up (f.): quick elm wand of detection [power 5] (12 cooldown).
Booratino picks up (a.): acidic iron greatsword of daylight (11-17.6 power, 1 apr).
Booratino picks up (d.): rough leather armour of the sky (4 def, 2 armour).
Booratino picks up (a.): thought-forged iron dagger of massacre (9-11.7 power, 5 apr).
Booratino picks up (c.): acidic iron longsword of massacre (11-15.4 power, 2 apr).
Booratino picks up (h.): reinforced iron shield of fire resistance (+16%) (4 def, 6 armour, 42.5 block).
Booratino picks up (f.): iron mail armour of delving (2 def, 4 armour).
Booratino picks up (c.): elm longbow of fire.
Resting starts...
Rested for 77 turns (stop reason: all resources and life at maximum).
Booratino wears: huntsman's iron mace of massacre (13-18.2 power, 2 apr).
