Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 10 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 5 on the 76th Pyre 122nd year of Ascendancy at 05:10 0 / 5Killed by Glorakira the cutpurse at level 5 on the 77th Pyre 122nd year of Ascendancy at 12:42 Killed by thief at level 6 on the 1st Mirth 122nd year of Ascendancy at 23:24 Killed by snow giant boulder thrower at level 10 on the 1st Dusk 122nd year of Ascendancy at 11:15 Killed by Rantha the Worm at level 10 on the 1st Dusk 122nd year of Ascendancy at 19:08 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 14) |
| Magic | 41 (base 34) |
| Willpower | 25 (base 20) |
| Cunning | 15 (base 11) |
Resources
| Life | -18/223 |
| Mana | 103/188 |
| Healing Factor | 1 |
| Regeneration | 1.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 7 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44.868557120443 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Darkness | +11% |
| Acid | +6% |
| Blight | +15% |
| Arcane | +6% |
| Fire | +6% |
| Cold | +6% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 2 |
| Physical Save | 14.7 |
| Spell Save | 25.05 |
| Mental Save | 22 |
Defense: Resistances
| Darkness | + 34%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Poison Resistance | 30% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 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: 16 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: 27 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. |
Class Talents
| Spell / Arcane | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Power |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and the duration of all timed effects by 15%. Out of Phase |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 142 HP on the iceblock remaining. Frozen |
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 regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | 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 Magic by +1. | 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. | active |
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 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 |
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 explored the expanse and closed all three wormholes. | done |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
Equipment
| Tool | supercharged ash wand of detection [power 8] (5/20 cooldown) supercharged ash wand of detection [power 8] (5/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to detect the presence of creatures around you (rad 8), placing all other charms into a 20 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's copper ring of darkness (+22%) savior's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +7 Spell save: +7 Mental save: +6 Rings can have magical properties. |
| On fingers | psionicist's copper ring of perseverance psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Stun/Freeze immunity: +22% Life regen: +1.10 Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | ash vilestaff of illumination (15-18 power, 3 apr, blight damage) ash vilestaff of illumination (15-18 power, 3 apr, blight damage)Requires: - Magic 16 Infused by nature 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: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 Damage when the wearer hits(melee): 5 blinding light Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.37 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | blurring rough leather belt of resilience blurring rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 Stealth bonus: +6 Maximum life: +30.00 A belt that goes around your waist. |
| Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10.0 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.54 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star - deep black - and yet it somehow shines. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.49 to 109.46 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
sun infusion of the titan (rad 5; power 38; turns 5; dispells darkness) sun infusion of the titan (rad 5; power 38; turns 5; dispells darkness)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: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 38) for 5 turns. Its effects scale with your Constitution stat. 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. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 Confusion immunity: +22% Rings can have magical properties. |
arcing steel dagger of massacre (15-19.5 power, 6 apr) arcing steel dagger of massacre (15-19.5 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 15.0 - 19.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +4 lightning Sharp, short and deadly. |
shimmering ash magestaff of might (15-18 power, 3 apr, cold damage) shimmering ash magestaff of might (15-18 power, 3 apr, cold 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: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.16 Maximum mana: +36.00 Spellpower: +6 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Eclipsefiend (3 def, 6 armour) Eclipsefiend (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer is hit: 11 physical / 4 darkness Changes resistances: +3% darkness / +5% arcane Changes damage: +3% darkness A suit of armour made of leather. |
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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Glintrot' (dig speed 23 turns) dwarven-steel pickaxe 'Glintrot' (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +2 Str / +2 Dex Changes damage: +3% light Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spellpower: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
pouch of steel shots of wind (15/15, 18-21.6 power, 2 apr) pouch of steel shots of wind (15/15, 18-21.6 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 15 Special effect when this weapon hits: 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Gunular [power 145] (5/5 cooldown) Gunular [power 145] (5/5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 temporal Changes resistances penetration: +10% blight It can be used to fire a bolt of a random element (dam 72-145), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Rantha the Worm's ice area effect hits Beardy for 23 cold damage.
Beardy casts Rune: Shielding.
A shield forms around Beardy.
Beardy casts Phase Door.
Selects a target to teleport...
The spell fizzles!
Rantha the Worm uses Infusion: Regeneration.
Rantha the Worm starts regenerating health quickly.
Talent Flame is ready to use.
Rantha the Worm's ice area effect hits Beardy for (23 absorbed), 0 cold (0 total damage).
Talent Manathrust is ready to use.
Rantha the Worm's ice area effect hits Beardy for (23 absorbed), 0 cold (0 total damage).
Rantha the Worm's ice area effect hits Beardy for (23 absorbed), 0 cold (0 total damage).
Beardy casts Rune: Phase Door.
Beardy is out of phase.
Rantha the Worm casts Freeze.
Your shield crumbles under the damage!
The shield around Beardy crumbles.
Beardy is encased in ice!
Rantha the Worm hits Beardy for (32 absorbed), 57 cold (57 total damage).
Beardy casts Manathrust.
Rantha the Worm stops regenerating health quickly.
Rantha the Worm breathes ice!
Saving game...
