Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.1 |
Addons | Steamtech UI 1.0.5 Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Anorithil |
Level / Exp | 17 / 83% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 11 on the 60th Dusk 122nd year of Ascendancy at 05:37 0 / 7Killed by orc warrior at level 11 on the 11st Haze 122nd year of Ascendancy at 22:17 Killed by Ce'Nyletha the orc child at level 16 on the 31st Haze 122nd year of Ascendancy at 01:59 Killed by Xadhemira the orc child at level 16 on the 31st Haze 122nd year of Ascendancy at 08:34 Killed by cold drake hatchling at level 17 on the 45th Haze 122nd year of Ascendancy at 01:24 Killed by orc berserker at level 17 on the 59th Haze 122nd year of Ascendancy at 03:12 Killed by orc elite fighter at level 17 on the 59th Haze 122nd year of Ascendancy at 03:15 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 11 (base 10) |
Magic | 44 (base 44) |
Willpower | 15 (base 10) |
Cunning | 40 (base 36) |
Resources
Life | -13/350 |
Positive | 98/98 |
Negative | 35/98 |
Healing Factor | 1.13 |
Regeneration | 1.2995 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 8 |
See Invisible | 11 |
Offense: Mainhand
Damage | 30 |
Accuracy | 4 |
Crit Chance | 16% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43.333333333333 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 23.25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +8% |
Darkness | +34% |
Nature | +18% |
Acid | +7% |
Fire | +8% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +12% |
Mind | +5% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 22.5 |
Ranged Defense | 22.5 |
Fatigue | 3 |
Physical Save | 19.75 |
Spell Save | 32.825 |
Mental Save | 26.125 |
Defense: Resistances
Darkness | + 15%( 70%) |
Lightning | + 8%( 70%) |
Acid | + 6%( 70%) |
Nature | + 36%( 70%) |
Blight | + 6%( 70%) |
Fire | + 26%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 383 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 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%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 716% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 204 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
Equipment
On feet | insulating pair of hardened leather boots of invasion (0 def, 3 armour) insulating pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +3 Fatigue: +3% Changes resistances: +7% cold / +8% fire Changes resistances penetration: +7% physical A pair of boots made of leather. |
Light source | survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Mental save: +5 Light radius: +2 See stealth: +8 See invisible: +6 Healing mod.: +13% 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 | linen wizard hat 'Belalle' (1 def, 0 armour) linen wizard hat 'Belalle' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Changes resistances: +3% fire / +3% cold / +3% lightning / +6% blight Physical save: +6 A pointy cloth hat, very wizardly... |
Tool | overpowered elven-wood wand of lightning [power 267] (9 cooldown) overpowered elven-wood wand of lightning [power 267] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a beam of lightning (dam 89-267), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
On fingers | voratun ring 'Radhuregogar' voratun ring 'Radhuregogar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Str / +2 Wil / +1 Con Changes resistances: +36% nature Changes resistances penetration: +5% mind Changes damage: +18% nature Rings can have magical properties. |
Around waist | blurring hardened leather belt of the giants blurring hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 Defense: +11 Stealth bonus: +8 Spell save: +6 A belt that goes around your waist. |
In main hand | infernal elven-wood starstaff of invocation (25-30 power, 5 apr, darkness damage) infernal elven-wood starstaff of invocation (25-30 power, 5 apr, darkness damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 17 shadowflame Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +24 Spell crit. chance: +4% See invisible: +5 It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic hardened leather gloves of strength (+3) (0 def, 6 armour) heroic hardened leather gloves of strength (+3) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 Armour: +6 Changes stats: +3 Str Mental save: +8 Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | spellwoven silk robe of the elements (3 def, 0 armour) spellwoven silk robe of the elements (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Damage when the wearer hits(melee): 6 fire / 7 cold / 7 lightning / 6 acid Damage when the wearer is hit: 6 fire / 8 cold / 9 lightning / 7 acid Changes resistances: +4% fire / +5% cold / +5% lightning / +6% acid Changes damage: +8% fire / +6% cold / +8% lightning / +7% acid Spell save: +19 Spellpower: +2 Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | shadow cashmere cloak (2 def, 0 armour) shadow cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% darkness Changes resistances penetration: +12% darkness Changes damage: +9% darkness Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +11% fire Amulets can have magical properties. |
Inventory
copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
greater elven-wood starstaff of might (25-30 power, 5 apr, darkness damage) greater elven-wood starstaff of might (25-30 power, 5 apr, darkness damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical / +25% light / +25% darkness / +25% temporal Talent granted: +1 Command Staff Spellpower: +17 Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
spellwoven silk robe of Linaniil (3 def, 0 armour) spellwoven silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Spell save: +21 Mana each turn: +0.10 Maximum mana: +64.00 Spellpower: +23 Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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. |
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 is 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. |
elm wand of conjuration [power 85] (6 cooldown) elm wand of conjuration [power 85] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 42-85), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of firewall [power 109] (5 cooldown) quick elven-wood wand of firewall [power 109] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting for 4 turns (dam 109 overall), 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
By Never Anortihil the Cornac Anorithil level 16
33rd Haze 122nd year of Ascendancy at 03:56 see stats
By Never Anortihil the Cornac Anorithil level 10
76th Pyre 122nd year of Ascendancy at 05:40 see stats
By Never Anortihil the Cornac Anorithil level 15
18th Haze 122nd year of Ascendancy at 18:38 see stats
By Never Anortihil the Cornac Anorithil level 17
59th Haze 122nd year of Ascendancy at 03:12 see stats
Log
Never Anortihil hits Orc berserker for 83 darkness damage.
Never Anortihil casts Twilight Surge.
Orc elite fighter uses Shield Pummel.
Never Anortihil is lost in despair!
Never Anortihil is stunned!
Orc berserker stops regenerating health quickly.
Nerywen the orc elite berserker stops bleeding.
Orc berserker performs a melee critical strike against Never Anortihil!
Never Anortihil hits Orc berserker for 23 light, 30 darkness (53 total damage).
Never Anortihil hits Orc elite fighter for 19 light, 30 darkness (50 total damage).
Never Anortihil hits Orc berserker for 23 light, 30 darkness, 1 fire, 2 cold, 2 lightning, 2 acid (61 total damage).
Never Anortihil hits Orc elite fighter for 23 light, 27 darkness, 6 fire, 8 cold, 10 lightning, 5 acid, 6 fire, 8 cold, 10 lightning, 5 acid (109 total damage).
Never Anortihil hits Orc berserker for 23 light, 21 darkness (44 total damage).
Never Anortihil hits Orc berserker for 23 light, 30 darkness (53 total damage).
Never Anortihil hits Orc berserker for 23 light, 30 darkness (53 total damage).
Orc elite fighter hits Never Anortihil for 78 physical, 23 acid, 109 physical, 23 acid (232 total damage).
Insidious Poison from Gyldasetha the orc fighter hits Orc elite fighter for 30 nature damage.
Orc berserker hits Never Anortihil for 16 cold, 41 physical (56 total damage).
Never Anortihil casts Sun Flare.
Orc berserker loses sight!
Orc berserker loses sight!
Orc berserker shrugs off the effect 'Blinded'!
Orc berserker loses sight!
Orc elite fighter loses sight!
Orc elite fighter shrugs off the effect 'Blinded'!
Orc berserker loses sight!
Orc elite fighter uses Shield Pummel.
Saving game...