Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 16 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by brown bear at level 4 on the 77th Pyre 122nd year of Ascendancy at 14:09 0 / 7Killed by war hound at level 10 on the 7th Flare 122nd year of Ascendancy at 11:35 Killed by Cosgonnno the human at level 13 on the 69th Dusk 122nd year of Ascendancy at 22:49 Killed by Cosgonnno the human at level 13 on the 69th Dusk 122nd year of Ascendancy at 23:24 Killed by Porilrassra the cave bear at level 14 on the 75th Dusk 122nd year of Ascendancy at 07:56 Killed by luminous horror at level 16 on the 7th Haze 122nd year of Ascendancy at 10:20 Killed by storm drake at level 16 on the 7th Haze 122nd year of Ascendancy at 10:58 |
Primary Stats
| Strength | 40 (base 33) |
| Dexterity | 20 (base 10) |
| Constitution | 26 (base 16) |
| Magic | 37 (base 28) |
| Willpower | 22 (base 14) |
| Cunning | 31 (base 16) |
Resources
| Life | -37/402 |
| Mana | 262/299 |
| Stamina | 149/175 |
| Healing Factor | 1 |
| Regeneration | 0.85 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 34 |
| Crit Chance | 14% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31.88764347269 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.4 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 26.24 (76.629213483146%) |
| Defense | 12.5 |
| Ranged Defense | 15.5 |
| Fatigue | 24 |
| Physical Save | 28.05 |
| Spell Save | 24.325 |
| Mental Save | 18.55 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 285 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 760% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
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 lost anorithil from death by giant army ant. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 4 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 have explored the Old Forest and vanquished Shardskin. * 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 |
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 |
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 |
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 iron boots 'Veleritha' (3 def, 3 armour) pair of iron boots 'Veleritha' (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Critical mult.: +10.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Dairarin the Umbradredge Dairarin the UmbradredgeCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% darkness / +3% temporal 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 | miner's iron helm of knowledge (0 def, 5 armour) miner's iron helm of knowledge (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Mindpower: +3 (+2 eff.) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | gladiator's steel ring of blinding strikes gladiator's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 11% chance to blind Effects on ranged hit: * 15% chance to blind Changes stats: +5 Str / +5 Con Rings can have magical properties. |
| On fingers | Morningsquall the steel ring Morningsquall the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes resistances penetration: +10% light Changes damage: +11% lightning Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
| Around waist | Betinn BetinnPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +5% light / +5% darkness Disarm immunity: +15% A belt that goes around your waist. |
| In main hand | Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +24 dazing lightning When wielded/worn: Changes stats: +2 Str / +6 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con Changes damage: +8% lightning Opal: Lightning It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
| Main armor | Aduma (4 def, 9 armour) Aduma (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Changes stats: +1 Mag / +1 Wil / +2 Cun Changes resistances: +16% acid / +17% cold / +7% physical Physical save: +13 (+6 eff.) A suit of armour made of metal plates. |
| Cloak | Flamespiker (2 def, 0 armour) Flamespiker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Wil / +2 Mag Changes resistances: +12% fire Changes resistances penetration: +5% fire Changes damage: +3% arcane Spell save: +8 (+4 eff.) Maximum mana: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Emelovea' steel amulet 'Emelovea'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +1 Wil / +4 Cun / +3 Con Grants telepathy: Humanoid/Orc Life regen: +0.60 Stamina each turn: +0.30 See invisible: +12 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. steel longsword (15.5-21.7 power, 3 apr)steel longsword (15.5-21.7 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
3 agate 3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 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 Latent Damage Type: Lightning 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, 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 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. |
2 amethyst 2 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% Latent Damage Type: Light 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 Latent Damage Type: Light 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Swordemo Godmagic the Cornac Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 01:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Swordemo Godmagic the Cornac Arcane Blade level 13
36th Dusk 122nd year of Ascendancy at 04:11 see stats
The secret city
Discovered the truth about mages.By Swordemo Godmagic the Cornac Arcane Blade level 16
6th Haze 122nd year of Ascendancy at 21:30 see stats
Unstoppable
Returned from the dead.By Swordemo Godmagic the Cornac Arcane Blade level 16
7th Haze 122nd year of Ascendancy at 10:20 see stats
Log
Luminous horror slows down.
Luminous horror is dazed!
Luminous horror hits Swordemo Godmagic for 8 light damage.
Swordemo Godmagic hits Luminous horror for 47 lightning, (slow 15%), (47 total damage).
Luminous horror is not dazed anymore.
Swordemo Godmagic hits Luminous horror for 10 blight, 5 mind (15 total damage).
Luminous horror hits Swordemo Godmagic for 5 light damage.
Something hits Swordemo Godmagic for 57 lightning damage.
Something hits Luminous horror for 44 lightning damage.
Luminous horror casts Searing Light.
Luminous horror hits Swordemo Godmagic for 55 light damage.
Swordemo Godmagic hits Luminous horror for 31 lightning, (slow 15%), (31 total damage).
Luminous horror's light area effect hits Swordemo Godmagic for 27 light damage.
Luminous horror hits Swordemo Godmagic for 8 light damage.
Swordemo Godmagic hits Luminous horror for 10 blight, 5 mind (15 total damage).
Luminous horror hits Swordemo Godmagic for 12 light damage.
Luminous horror casts Firebeam.
Luminous horror HEALS from fire damage!
Luminous horror hits Storm drake hatchling for 81 fire damage.
Luminous horror hits Luminous horror for 0 fire, 40 healing (0 total damage) [40 healing].
Luminous horror hits Swordemo Godmagic for 68 fire damage.
Luminous horror hits Storm drake hatchling for 81 fire damage.
Luminous horror hits Storm drake hatchling for 81 fire damage.
Swordemo Godmagic hits Luminous horror for 30 lightning, (slow 15%), (30 total damage).
Luminous horror's light area effect hits Swordemo Godmagic for 27 light damage.
Luminous horror hits Swordemo Godmagic for 8 light damage.
Storm drake breathes lightning!
Saving game...
