Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Opt-in Adventurers Parties 1.0.4 Spellsword 1.0.4 Stone Wardens DLC Class 1.0.3 Go to Landmark 1.0.4 Empyreal 1.0.3 Extra Dungeons 1.0.4 Rare item Egos update 1.0.4 Items Vault 1.0.3 Turtle race 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Turtle |
| Class | Archmage |
| Level / Exp | 11 / 82% |
| Size | small |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 36 (base 23) |
| Magic | 35 (base 30) |
| Willpower | 18 (base 18) |
| Cunning | 11 (base 11) |
Resources
| Life | 370/370 |
| Mana | 176/176 |
| Healing Factor | 1 |
| Regeneration | 12.95 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +50% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 2 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Arcane | +10% |
| Fire | +18% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 16.746400733942 |
| Ranged Defense | 16.746400733942 |
| Fatigue | 0 |
| Physical Save | 21.575 |
| Spell Save | 30.775 |
| Mental Save | 10.15 |
Defense: Resistances
| Darkness | 20%( 70%) |
| All | 5%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 100% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (3/3)
| 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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 | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Turtle | 1.00 |
| 1/1 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Spiked Shell |
| talent | Blur Sight |
| talent | Phantasmal Shield |
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 |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: injured seer (level 2 of Ruins of Kor'Pul) | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +2. | 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. 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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Shade. Of trolls and damp caves | done |
Various alchemists around Maj&WHITESLATE039;Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don&039; The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039; * &039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one vial of greater demon bile. Don&039; * &039;ve lost a number of adventurers to this one, but I&039;ll be fine.& | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On hands | restful rough leather gloves of strength (+3) (0 def, 1 armour) restful rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Life regen: +0.70 Stamina each turn: +0.50 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | linen wizard hat of darkness (+16%) (1 def, 0 armour) linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% darkness Changes damage: +11% darkness A pointy cloth hat, very wizardly... |
| Tool | striking ash wand of conjuration [power 157] (6 cooldown) striking ash wand of conjuration [power 157] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Strike It can be used to fire a bolt of a random element (dam 78-157), 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. |
| On fingers | wizard& wizard&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Rings can have magical properties. |
| On fingers | titan& titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Rings can have magical properties. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Main armor | shimmering linen robe of spell shielding (0 def, 0 armour) shimmering linen robe of spell shielding (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +10% arcane Spell save: +17 Maximum mana: +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | potent ash magestaff of might (18-21.6 power, 3 apr, fire damage) potent ash magestaff of might (18-21.6 power, 3 apr, fire 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: 18.0 - 21.6 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +1 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Inventory
regeneration infusion of the duelist (heal 98 over 5 turns) regeneration infusion of the duelist (heal 98 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 98 life over 5 turns. Its effects scale with your Dexterity 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. |
phase door rune (range 5; power 16; dur 3) phase door rune (range 5; power 16; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
phase door rune of the wizard (range 8; power 22; dur 3) phase door rune of the wizard (range 8; power 22; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic 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. |
steel ring &039; steel ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage when the wearer hits(melee): 2 mind Changes damage: +9% arcane Mindpower: +6 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
earthen ash magestaff (15-18 power, 3 apr, fire damage) earthen ash magestaff (15-18 power, 3 apr, fire 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: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +2 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt of the titan grounding rough leather belt of the titanInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Spellpower: +3 A belt that goes around your waist. |
spellwoven linen robe of darkness (+16%) (0 def, 0 armour) spellwoven linen robe of darkness (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% darkness Spellpower: +2 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating rough leather cap of strength (+3) (0 def, 1 armour) insulating rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% fire / +6% cold A cap made of leather. |
mindcaging rough leather cap of dexterity (+3) (0 def, 1 armour) mindcaging rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% mind Mental save: +6 A cap made of leather. |
Voruseba (5 def, 4 armour) Voruseba (5 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 Fatigue: +7% Changes stats: +3 Str / +3 Dex / +2 Con Physical save: +6 Mindpower: +2 A suit of armour made of leather. |
6 agate 6 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 33 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Simmer the Turtle Archmage level 10
36th Dusk 122nd year of Ascendancy at 07:01 see stats
The Arena
Unlocked Arena mode.By Simmer the Turtle Archmage level 6
3rd Mirth 122nd year of Ascendancy at 01:02 see stats
The secret city
Discovered the truth about mages.By Simmer the Turtle Archmage level 9
31st Dusk 122nd year of Ascendancy at 05:41 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Simmer the Turtle Archmage level 10
38th Dusk 122nd year of Ascendancy at 10:43 see stats
Log
Rested for 3 turns (stop reason: all resources and life at maximum).
Talent HomeGuard is ready to use.
Ran for 42 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is a way to the previous level here (press &039; or right click to use).
Ran for 5 turns (stop reason: at exit).
Ran for 4 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is a way to the lake of Nur here (press &039; or right click to use).
Ran for 43 turns (stop reason: at exit).
You gain 1.42 gold from the transmogrification of quiver of ash arrows of erosion (8/8, 22-30.8 power, 7 apr).
You gain 1.22 gold from the transmogrification of steel plate armour of acid resistance (4 def, 9 armour).
You gain 0.80 gold from the transmogrification of pair of iron boots of uncanny dodging (2 def, 3 armour).
You gain 2.40 gold from the transmogrification of quick steel waraxe (10.5-14.7 power, 3 apr).
You gain 2.00 gold from the transmogrification of flaming steel waraxe of crippling (10-14 power, 3 apr).
You gain 2.67 gold from the transmogrification of steady cured leather sling of fire.
You gain 2.39 gold from the transmogrification of mighty cured leather sling of lightning.
You gain 0.50 gold from the transmogrification of steel greatsword (22-35.2 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (22.5-36 power, 2 apr).
You gain 5.00 gold from the transmogrification of Lisuyathra the steel dagger (14-18.2 power, 6 apr).
Saving done.
There is a way to the old forest here (press &039; or right click to use).
You feel mildly anxious, and walk with caution.
