










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 13 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Emelyrin the water imp at level 12 on the 10th Flare 122nd year of Ascendancy at 05:03 0 / 4Killed by Isyssra the ink squid at level 12 on the 10th Flare 122nd year of Ascendancy at 07:45 Killed by skeleton mage at level 12 on the 10th Flare 122nd year of Ascendancy at 11:34 Killed by Layyth the thief at level 12 on the 7th Dusk 122nd year of Ascendancy at 18:39 |
Primary Stats
| Strength | 41 (base 30) |
| Dexterity | 20 (base 17) |
| Constitution | 33 (base 24) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 14) |
| Cunning | 13 (base 10) |
Resources
| Life | 538/538 |
| Stamina | 151/151 |
| Healing Factor | 1.2999507389163 |
| Regeneration | 1.6249384236454 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +22% |
| Mind | +6% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +10% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 38.317011280365 (73.452380952381%) |
| Defense | 24 |
| Ranged Defense | 27 |
| Fatigue | 37 |
| Physical Save | 28 |
| Spell Save | 14 |
| Mental Save | 16 |
Defense: Resistances
| Blight | + 11%( 70%) |
| Physical | + 10%( 70%) |
| Mind | + 13%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 11%( 70%) |
| Cold | + 14%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Confusion Resistance | 5% |
| Knockback Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 28 with a minimum range of 15. |
| 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 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 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 Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Theutaxon Bloodrunner. Escort: worried loremaster (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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | pair of iron boots 'Dourspike' (11 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Defense +11 (+6 eff.) Fatigue +2% Resists +9% mind Confus- +5% Knockbk- +5% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
| On head | cleansing dwarven-steel helm of strength (+3) (0 def, 4 armour)3.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +4% Resists +5% nature +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quick ash totem of thorny skin [power 27] (13 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +25% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
| On fingers | titan's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +6 (+3 eff.) Rings can have magical properties. |
| Around neck | warrior's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
| In main hand | truestriking dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +8 (+4 eff.) Apr +8 One-handed war axes. |
| Around waist | Morningwinter the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light +6% mind Res.pen +10% mind Melee Ret 16 mind On Hit (Melee): * 30% chance to blind ----- def ----- D.Red.from +26% Summoned A belt that goes around your waist. |
| In off hand | coruscating steel shield of fire resistance (+25%) (6 def, 2 armour, 18.5-22.2 power, 38.5 block)7.0 T2 shield armor [Ego+] Arcane/Master When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +38 Melee+ +12 fire While equipped: Stats +1 Str dps ---------- Melee Ret 14 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +25% fire ---------- misc Talents +2 Block Handheld deflection devices. |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fearforged stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor [Ego++] Arcane/Nature While equipped: Stats +6 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +23% Resists +5% fire -13% light +9% darkness Phys.save +5 (+2 eff.) Spell.save +5 (+5 eff.) Mind.save +6 (+5 eff.) Max.HP +63.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of mail. |
Inventory
movement infusion (358% speed; 4 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 358% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper ring 'Radiancecutter'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Apr +1 On Hit (Melee): * 15% chance to blind ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Resists +22% fire ---------- misc Stam/turn +0.20 Max.stam +5.00 Rings can have magical properties. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Flashkarma the steel longsword (15.5-21.7 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Disrupt Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 lightning On Hit: * 20% chance to daze at end of turn While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Resists +11% acid +7% cold +7% fire +9% nature +9% lightning Spell.save +6 (+6 eff.) Sharp, long, and deadly. |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd 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 2.52 cold damage and 2.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. |
rough leather belt 'Eclipseglamour'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Melee Ret 8 darkness On Hit (Melee): * 15% chance to blind * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% light A belt that goes around your waist. |
cleansing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% light +13% darkness A cap made of leather. |
spiked iron plate armour (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% A suit of armour made of metal plates. |
steel shield of radiance (6 def, 2 armour, 17.5-21 power, 39.5 block)7.0 T2 shield armor [Ego+] Arcane When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +11 light While equipped: Stats +1 Mag +3 Con dps ---------- On Melee Ret: * 11% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +11% light ---------- misc Talents +2 Block Handheld deflection devices. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'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. |
elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Theutaxon Bloodrunner the Higher Bulwark level 10
2nd Flare 122nd year of Ascendancy at 05:21 see stats
The Arena
Unlocked Arena mode.By Theutaxon Bloodrunner the Higher Bulwark level 5
79th Pyre 122nd year of Ascendancy at 04:35 see stats
The secret city
Discovered the truth about mages.By Theutaxon Bloodrunner the Higher Bulwark level 7
7th Mirth 122nd year of Ascendancy at 18:35 see stats
Log
You gain 4.76 gold from the transmogrification of earthen ash starstaff of greater warding (15-18 power, 3 apr, physical element).
You gain 2.99 gold from the transmogrification of mighty cured leather sling of lightning.
You gain 5.07 gold from the transmogrification of balanced steel mace of crippling (13-18.2 power, 3 apr).
You gain 14.82 gold from the transmogrification of Skywar (38.5-53.9 power, 4 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (28-42 power, 2 apr).
You gain 2.56 gold from the transmogrification of steel dagger of vileness (12-15.6 power, 6 apr).
You gain 4.30 gold from the transmogrification of balanced steel dagger of paradox (13-16.9 power, 6 apr).
You gain 1.82 gold from the transmogrification of biting gale rune of the titan (83 cold damage; freeze 3 turns with power 40).
There is a ladder to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Talent Repulsion is ready to use.
Ran for 3 turns (stop reason: hostile spotted to the west (sandworm)).
Theutaxon Bloodrunner uses Repulsion.
You collect a new ingredient: sandworm tooth (1).
Sandworm hits Theutaxon Bloodrunner for 6 physical damage.
Theutaxon Bloodrunner hits Sandworm for 10 fire, 17 mind, 56 physical (83 total damage).
Theutaxon Bloodrunner killed Sandworm!
Ran for 2 turns (stop reason: something interesting).
An object rolls from the chest!
Theutaxon Bloodrunner picks up (h.): prismatic hardened leather cap of knowledge (0 def, 3 armour).
Talent Repulsion is ready to use.
Saving game...





































































