Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 41 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 57 (base 52) |
| Dexterity | 12 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 36 (base 36) |
| Willpower | 10 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 249/934 |
| Mana | 230/230 |
| Stamina | 220/220 |
| Healing Factor | 1.3 |
| Regeneration | 2.405 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -2 |
| Infravision | 13 |
| See Invisible | 44 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 32 |
| Crit Chance | 16% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12.2 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +29% |
| Fire | +34% |
| All | +19% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 8 |
| Physical Save | 29.222631892475 |
| Spell Save | 22.555637186446 |
| Mental Save | 0 |
Defense: Resistances
| Darkness | + 15%(100%) |
| Lightning | + 6%(100%) |
| Fire | + 29%(100%) |
| All | -11%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 8) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 226.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| 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 497 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Golem / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Golem / Fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Effects
| talent | Reflective Skin |
| detrimental effect | The target is on fire, taking 25.77 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| 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. 279 HP on the iceblock remaining. Frozen |
Quests
Equipment
| Socketed Gems | fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
| In main hand | Latafayn (64-102.4 power, 5 apr) Latafayn (64-102.4 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +25 drain life Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burns, instantly inflicting 125% of all burn damage, costing 25 power out of 25/25. This massive, flame coated greatsword was stolen from a mighty demon countless years ago, by the hero Kestin Highfin. It constantly seeks to drain and incinerate. |
| Main armor | troll-hide reinforced leather armour of lightning resistance (Goedalath Rock) (4 def, 7 armour) troll-hide reinforced leather armour of lightning resistance (Goedalath Rock) (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +12 Armour: +7 Defense: +4 Fatigue: +8% Damage when the wearer is hit: 34 darkness Changes resistances: +15% lightning Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Life regen: +2.60 Spellpower: +16 Infravision radius: +3 See invisible: +14 Healing mod.: +50% A suit of armour made of leather. |
Inventory
sun infusion of the wizard (rad 7; power 65; turns 5; dispells darkness) sun infusion of the wizard (rad 7; power 65; 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 65) for 5 turns. Its effects scale with your Magic 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. |
Rune of the Rift (190.00 temporal damage, removed from time 4 turns) Rune of the Rift (190.00 temporal damage, removed from time 4 turns)Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 226.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
frozen spear rune of the duelist (361 cold damage) frozen spear rune of the duelist (361 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 361.28 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 158.28 fire damage, and flames will be left dealing a further 36.65 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
This item will automatically be transmogrified when you leave the level. insidious voratun greatmaul of disruption (68-102 power, 4 apr)insidious voratun greatmaul of disruption (68-102 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage when this weapon hits: +45 insidious poison Damage against: +6% Undead / +15% Construct Massive two-handed maul. |
quick stralite greatmaul (59-88.5 power, 3 apr) quick stralite greatmaul (59-88.5 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 90% When wielded/worn: Accuracy: +11 Changes stats: +3 Dex Massive two-handed maul. |
elm magestaff of illumination (10-12 power, 2 apr, cold damage) elm magestaff of illumination (10-12 power, 2 apr, cold damage)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Light radius: +1 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 84.47 light damage. Staves designed for wielders of magic, by the greats of the art. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shinesear (Goedalath Rock) (4 def, 7 armour) Shinesear (Goedalath Rock) (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical power: +12 Armour: +7 Defense: +4 Fatigue: +8% Damage when the wearer is hit: 8 arcane / 34 darkness Changes resistances: +5% arcane / +3% light Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 Light radius: +3 Infravision radius: +3 See invisible: +14 Healing mod.: +50% A suit of armour made of leather. |
fortifying stralite plate armour of Eyal (topaz) (11 def, 13 armour) fortifying stralite plate armour of Eyal (topaz) (11 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +11 Fatigue: +26% Changes stats: +4 Str / +3 Con Physical save: +4 Spell save: +4 Mental save: +4 Life regen: +1.40 Maximum life: +118.00 Healing mod.: +15% A suit of armour made of metal plates. |
crackling stralite shield of the sun (10 def, 2 armour, 144.5 block) crackling stralite shield of the sun (10 def, 2 armour, 144.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +4 Dex Damage when the wearer is hit: 15 lightning / 12 light Changes resistances: +16% lightning / +9% darkness / +10% light Talent granted: +4 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 27.66 light damage within radius 3. The damage done will increase with your Spellpower. Handheld deflection devices |
Achievements
Log
Resting starts...
Robby (servant of Pyromaniac) uses Taunt.
Robby (servant of Pyromaniac) provokes Vor, Grand Geomancer of the Pride to attack it.
Robby (servant of Pyromaniac) is stunned by the burning flame!
Vor, Grand Geomancer of the Pride hits Robby (servant of Pyromaniac) for 30 fire damage.
Vor, Grand Geomancer of the Pride hits Robby (servant of Pyromaniac) for 21 fire damage.
Robby (servant of Pyromaniac) is encased in ice!
Vor, Grand Geomancer of the Pride hits Robby (servant of Pyromaniac) for 243 cold damage.
Vor, Grand Geomancer of the Pride hits Robby (servant of Pyromaniac) for 21 fire damage.
Robby (servant of Pyromaniac) hits Iceblock for 8 fire damage.
Vor, Grand Geomancer of the Pride hits Robby (servant of Pyromaniac) for 14 fire damage.
Robby (servant of Pyromaniac) hits Iceblock for 6 fire damage.
Rested for 7 turns (stop reason: taken damage).
Vor, Grand Geomancer of the Pride hits Robby (servant of Pyromaniac) for 21 fire, 31 fire damage (total 50.65).
Vor, Grand Geomancer of the Pride hits Pyromaniac for 43 fire damage.
Robby (servant of Pyromaniac) hits Iceblock for 12 fire damage.
Robby (servant of Pyromaniac) hits Iceblock for 8 fire damage.
Character control switched to Robby (servant of Pyromaniac).
Vor, Grand Geomancer of the Pride casts Chain Lightning.
Vor, Grand Geomancer of the Pride hits Robby (servant of Pyromaniac) for 101 fire, 125 physical, 82 lightning damage (total 306.78).
Vor, Grand Geomancer of the Pride hits Pyromaniac for 140 fire, 161 physical damage (total 299.56).
Vor, Grand Geomancer of the Pride killed Pyromaniac!
Robby (servant of Pyromaniac) hits Iceblock for 28 lightning damage.
Robby (servant of Pyromaniac) hits Iceblock for 43 physical damage.
Robby (servant of Pyromaniac) hits Iceblock for 39 fire damage.
The lava burns you!
Lava floor hits Robby (servant of Pyromaniac) for 8 fire damage.
Robby (servant of Pyromaniac) hits Iceblock for 3 fire damage.
