










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 11 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Belayawyn the degenerated skeleton archer at level 9 on the 3rd Mirth 122nd year of Ascendancy at 07:52 0 / 5Killed by Belayawyn the degenerated skeleton archer at level 9 on the 3rd Mirth 122nd year of Ascendancy at 08:45 Killed by Belayawyn the degenerated skeleton archer at level 9 on the 3rd Mirth 122nd year of Ascendancy at 08:52 Killed by Isirann the grave wight at level 11 on the 10th Mirth 122nd year of Ascendancy at 08:21 Killed by Isirann the grave wight at level 11 on the 10th Mirth 122nd year of Ascendancy at 08:46 |
Primary Stats
| Strength | 33 (base 28) |
| Dexterity | 10 (base 10) |
| Constitution | 12 (base 12) |
| Magic | 28 (base 25) |
| Willpower | 15 (base 12) |
| Cunning | 15 (base 15) |
Resources
| Life | -61/260 |
| Mana | 143/185 |
| Stamina | 48/142 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 7.330449642174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 26.446758763835 |
| See Invisible | 26.446758763835 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 37 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +10% |
| Temporal | +3% |
| Blight | +3% |
| Arcane | +4% |
| Cold | +16% |
| Fire | +0% |
Offense: Damage Penetration
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 31 |
| Mental Save | 17 |
Defense: Resistances
| Acid | 6%( 70%) |
| Blight | 5%( 70%) |
| Physical | 2%( 70%) |
| Cold | 10%( 70%) |
| All | 0%( 70%) |
| Darkness | 20%( 70%) |
| Light | 30%( 70%) |
| Temporal | 11%( 70%) |
| Lightning | 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (3 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 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 injured seer from death by wolf. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Hiwky the Second. Escort: repented thief (level 1 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 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
Various alchemists around Maj&WHITESLATE039;Needed: one pouch of faeros ash. They&039; The Brotherhood of Alchemists* &039; * &039;t worry if it dissolves. Just don&039; | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Quenchblood (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 mind Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% cold Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Galagoldir (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal / +6% acid Spell save: +9 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
| Tool | Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
| On fingers | gold ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +2 Defense: +5 (+3 eff.) Fatigue: -6% Changes resistances: +2% physical Maximum encumbrance: +25 Stamina each turn: +2.00 Rings make your fingers look great! |
| Around waist | blurring rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Changes resistances: +5% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | River&Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.62 cold damage and 9.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
| On hands | iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag Changes damage: +4% arcane Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Chillgrinder the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes damage: +3% temporal / +6% cold Life regen: +2.30 Stamina each turn: +0.60 A suit of armour made of leather. |
| Cloak | Adille the Hellgrinder (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Changes damage: +3% blight Critical mult.: +5.00% Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Maximum hate: +4.00 Mindpower: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Wil Life regen: +1.00 Amulets make your neck look great! |
Inventory
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
arcing steel dagger of vileness (10-13 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 18 * 25% chance for lightning to strike from the target to a second target dealing 57 damage Damage (Melee): +7 blight Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron dagger of erosion (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged steel dagger (14-18 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 14 Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly. |
Bill&Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target&ANTIQUE_WHITE |
magelord&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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 17 arcane Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +5 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Maximum mana: +30.00 Spellpower: +11 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.prismatic cured leather armour (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +12% light / +10% darkness A suit of armour made of leather. |
8 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. |
43 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Thunderward (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes damage: +3% blight / +12% lightning Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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 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)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 Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
4 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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 Hiwky the Second the Cornac Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 02:35 see stats
The Arena
Unlocked Arena mode.By Hiwky the Second the Cornac Arcane Blade level 9
79th Pyre 122nd year of Ascendancy at 05:46 see stats
The secret city
Discovered the truth about mages.By Hiwky the Second the Cornac Arcane Blade level 11
6th Mirth 122nd year of Ascendancy at 15:48 see stats
Log
Isirann the grave wight casts Mind Disruption.
Hiwky the Second shrugs off the effect &039;!
Bleeding from Isirann the grave wight hits Hiwky the Second for 13 physical damage.
Hiwky the Second casts Flameshock.
Isirann the grave wight is stunned by the burning flame!
Burning Shock from Hiwky the Second hits Isirann the grave wight for 18 fire damage.
Isirann the grave wight hits Hiwky the Second for 41 physical damage.
Melee retaliation hits Isirann the grave wight for 3 mind, 2 temporal (5 total damage).
Talent Flame is ready to use.
Talent Arcane Strike is ready to use.
Bleeding from Isirann the grave wight hits Hiwky the Second for 7 physical damage.
Hiwky the Second casts Arcane Strike.
Hiwky the Second casts Flame.
Isirann the grave wight is on fire!
Hiwky the Second hits Isirann the grave wight for 31 arcane, 7 cold, 23 light, 34 arcane, 7 cold, 23 light (125 total damage).
Burning Shock from Hiwky the Second hits Isirann the grave wight for 18 fire damage.
Hiwky the Second&LIGHT_REDLASTLASTUID:62896:0fbd578LASTLASTLASTHiwky the Second misses Isirann the grave wight.
Hiwky the Second stops bleeding.
Isirann the grave wight is not stunned anymore.
Burning from Hiwky the Second hits Isirann the grave wight for 16 fire damage.
Isirann the grave wight casts Flame.
Isirann the grave wight hits Hiwky the Second for 77 physical damage.
Melee retaliation hits Isirann the grave wight for 3 mind, 2 temporal (5 total damage).
Isirann the grave wight&fbd578LASTLIGHT_REDLASTLAST{bold}
















































































