Hakku the level 4 Skeleton Archmage by taikaponi

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.0.4
AddonsEverything is Unique! - Dancing on Needles Edition 1.0.4
Items Vault 1.0.3
Stone Wardens DLC Class 1.0.3
CampaignMaj'Eyal
ModeNormal Adventure
SexMale
RaceSkeleton
ClassArchmage
Level / Exp4 / 0%
Sizemedium
Lifes / Deaths

Primary Stats

Strength15 (base 10)
Dexterity16 (base 10)
Constitution10 (base 10)
Magic26 (base 26)
Willpower14 (base 14)
Cunning11 (base 11)

Resources

Life139/139
Mana91/91
Healing Factor1
Regeneration0.25

Speed

Mental0%
Attack0%
Movement0%
Spell0%
Global+100%

Vision

Sight10
Lite2

Offense: Mainhand

Damage15
Accuracy10
Crit Chance3%
APR2
Speed1.00

Offense: Spell

Spellpower29.5
Crit Chance5%
Speed1

Offense: Mind

Mindpower19.2
Crit Chance1%
Speed1

Offense: Damage Bonus

Lightning+10%

Defense: Base

Armour (hardiness)2 (30%)
Defense3.1
Ranged Defense3.1
Fatigue6
Physical Save8.75
Spell Save14
Mental Save8.75

Defense: Resistances

All 0%( 70%)

Defense: Immunities

Fear Resistance100%
Instadeath Resistance100%
Poison Resistance100%
Bleed Resistance100%

Inscriptions (3/3)

Runes
Runes
Runes

Class Talents

Spell / Arcane1.30
1/5
0/5
0/5
0/5
Spell / Phantasm1.30
0/5
0/5
0/5
0/5
Spell / Earth1.30
0/5
0/5
0/5
0/5
Spell / Fire1.30
4/5
0/5
0/5
0/5
Spell / Air1.30
3/5
0/5
0/5
0/5
Spell / Water1.30
0/5
0/5
0/5
0/5

Generic Talents

Spell / Aegis1.30
1/5
1/5
0/5
0/5
Spell / Divination1.30
0/5
0/5
0/5
0/5
Undead / Skeleton1.10
1/5
0/5
0/5
0/5
Spell / Conveyance1.30
3/5
0/5
0/5
0/5

Effects

talent
beneficial effect

Quests

active
done

Equipment

Main armor
Light source
Cloak
In main hand

Inventory

Achievements

Log

Ran for 20 turns (stop reason: at exit).

Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).

There is a next level here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).


Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).

There is an exit to the worldmap here (press '' or right click to use).
Ran for 20 turns (stop reason: at exit).


You gain 0.05 gold from the transmogrification of
elm wand of illumination [power 5] (5 cooldown).
You gain 1.21 gold from the transmogrification of
steel plate armour of cold resistance (4 def, 9 armour).
You gain 1.00 gold from the transmogrification of
iron plate armour (3 def, 7 armour).
You gain 0.25 gold from the transmogrification of
pair of iron boots (0 def, 3 armour).
You gain 0.75 gold from the transmogrification of
lightening linen cloak (1 def, 0 armour).
You gain 1.66 gold from the transmogrification of
potent elm magestaff of fate (12-14.4 power, 2 apr, arcane damage).
You gain 2.79 gold from the transmogrification of
cruel elm vilestaff of illumination (10-12 power, 2 apr, acid damage).
You gain 2.65 gold from the transmogrification of
cruel elm magestaff of power (10-12 power, 2 apr, arcane damage).
You gain 0.25 gold from the transmogrification of
mossy mindstar (2.5-2.75 power, 12 apr, mind damage).
You gain 0.50 gold from the transmogrification of
steel dagger (9.5-12.35 power, 6 apr).
You gain 0.25 gold from the transmogrification of
iron battleaxe (8-12 power, 1 apr).
You gain 0.55 gold from the transmogrification of
copper amulet of strength (+2).
You gain 1.50 gold from the transmogrification of
phase door rune (range 5; power 15; dur 4).
You gain 1.09 gold from the transmogrification of
manasurge rune of the wizard (709% regen over 10 turns; 35 instant mana).
You gain 1.00 gold from the transmogrification of
wild infusion (resist 11%; cure mental, physical).
You gain 1.00 gold from the transmogrification of
wild infusion (resist 10%; cure magical).
You gain 1.18 gold from the transmogrification of
regeneration infusion of the duelist (heal 114 over 5 turns).
You feel very confident walking into this place.