Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 8 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 8 on the 30th Wealth 122nd year of Ascendancy at 16:34 / 1 |
Primary Stats
| Strength | 27 (base 23) |
| Dexterity | 17 (base 16) |
| Constitution | 25 (base 22) |
| Magic | 9 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 17 (base 12) |
Resources
| Life | 0/300 |
| Stamina | 108/108 |
| Healing Factor | 1 |
| Regeneration | 6.0612968211373 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 23 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.7 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.005336916221 (81.030927835052%) |
| Defense | 30.483309535507 |
| Ranged Defense | 32.483309535507 |
| Fatigue | 27 |
| Physical Save | 22.0375 |
| Spell Save | 9.975 |
| Mental Save | 18.775 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 82% |
| Poison Resistance | 11% |
| Knockback Resistance | 57% |
Inscriptions (2/3)
| 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The gloom has confused the target, making it act randomly (25% chance) and unable to perform complex actions. Confused by the gloom |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 20.83 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 173.16 blight damage and spawn a carrion worm mass. |
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. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Mental save: +6 Light radius: +2 See stealth: +5 See invisible: +5 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 | grounding iron helm of dexterity (+3) (0 def, 3 armour) grounding iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +5% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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 | rogue's gold ring of perseverance rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 Changes stats: +2 Cun Stun/Freeze immunity: +25% Life regen: +0.80 Rings can have magical properties. |
| On fingers | treant's copper ring of misery treant's copper ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random insanity Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random insanity Damage (Ranged): 7 bleed Changes stats: +2 Cun Changes resistances: +6% nature / +5% blight Poison immunity: +11% Disease immunity: +11% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% cold / +10% fire Amulets can have magical properties. |
| In main hand | thought-forged iron mace (12.5-17.5 power, 2 apr) thought-forged iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to cause random insanity Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Blunt and deadly. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | reinforced iron shield (4 def, 6 armour, 8.5 dam, 43.5 block) reinforced iron shield (4 def, 6 armour, 8.5 dam, 43.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +44 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
| Cloak | linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Wil / +1 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant iron plate armour of implacability (3 def, 11 armour) radiant iron plate armour of implacability (3 def, 11 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +3 Fatigue: +15% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +10% blight / +10% darkness Physical save: +5 Light radius: +1 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 20) healing infusion (heal 20)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: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and poison effect. 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. |
wild infusion of the psychic (resist 12%; cure mental, physical) wild infusion of the psychic (resist 12%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 12% for 4 turns. Its effects scale with your Willpower 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. |
quick steel battleaxe of crippling (20.5-30.75 power, 2 apr) quick steel battleaxe of crippling (20.5-30.75 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +7 Physical crit. chance: +9.0% Changes stats: +2 Dex Massive two-handed battleaxes. |
Balidrasin the Healwinnow (2 def, 11 armour) Balidrasin the Healwinnow (2 def, 11 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +14% Changes damage: +9% nature / +3% arcane A suit of armour made of mail. |
Elama the steel mail armour (2 def, 6 armour) Elama the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +8% physical Physical save: +11 A suit of armour made of mail. |
iron shield (4 def, 2 armour, 9 dam, 22.5 block) iron shield (4 def, 2 armour, 9 dam, 22.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
2 agate 2 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. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
steel torque of charged psionic shield 'Rhyyadan' [power 51] (20 cooldown) steel torque of charged psionic shield 'Rhyyadan' [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +6% mind It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 51 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dorok Maglock the Dwarf Bulwark level 7
5th Wealth 122nd year of Ascendancy at 01:07 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Dorok Maglock the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 08:06 see stats
Log
Worm Rot from Worm that walks hits Dorok Maglock for 25 blight, 24 acid (49 total damage).
Wolf hits Dorok Maglock for 2 physical damage.
Dorok Maglock hits Wolf for 4 light, 12 fire (16 total damage).
Worm that walks casts Acid Strike.
Wolf resists the mind attack!
Wolf starts to bleed.
Dorok Maglock hits Wolf for 20 physical, 3 mind, 1 physical (24 total damage).
Wolf misses Dorok Maglock.
Bleeding from Dorok Maglock hits Wolf for 1 physical damage.
Worm Rot from Worm that walks hits Dorok Maglock for 25 blight, 24 acid (49 total damage).
Worm that walks casts Acid Strike.
Worm that walks misses Dorok Maglock.
Worm that walks misses Dorok Maglock.
Dorok Maglock is lost in despair!
Worm that walks drains life from Dorok Maglock!
Worm that walks misses Dorok Maglock.
Dorok Maglock hits Worm that walks for 6 healing, 4 light, 18 fire (22 total damage) [6 healing].
Worm that walks hits Dorok Maglock for 6 blight, 6 mind, 14 blight (26 total damage).
Dorok Maglock is confused and fails to use Attack.
Wolf misses Dorok Maglock.
Bleeding from Dorok Maglock hits Wolf for 1 physical damage.
Dorok Maglock is recovering from the damage!
Dorok Maglock has finished recovering.
Worm Rot from Worm that walks hits Dorok Maglock for 20 blight, 20 acid (40 total damage).
Worm that walks casts Drain.
Worm that walks misses Dorok Maglock.
Worm that walks drains life from Dorok Maglock!
Saving game...
