










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 25 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by white crystal at level 25 on the 78th Pyre 122nd year of Ascendancy at 13:23 6 / 1 |
Primary Stats
| Strength | 45 (base 45) |
| Dexterity | 40 (base 29) |
| Constitution | 45 (base 37) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -64/853 |
| Stamina | 16/153 |
| Healing Factor | 1.2441860465116 |
| Regeneration | 9.8808949480699 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 41 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5.6666666666667 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 46.693962820132 (93.924050632911%) |
| Defense | 0 |
| Ranged Defense | 4 |
| Fatigue | 33 |
| Physical Save | 32 |
| Spell Save | 40 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 13%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 30%( 70%) |
| Fire | + 21%( 70%) |
| Lightning | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 29% |
| Instadeath Resistance | 100% |
| Silence Resistance | 31% |
| Poison Resistance | 10% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Superiority | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | Reduces physical damage received by 25% and provides a 13% chance to ignore critical hits. Juggernaut |
| beneficial effect | Absorbs 114 damage from the next blockable attack. Blocking |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of hardened leather boots 'Ragodor' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Dex / +3 Cun / +7 Lck Changes resistances: +6% mind / +5% arcane Stealth bonus: +5 Physical save: +3 (+1 eff.) Poison immunity: +10% Silence immunity: +31% Confusion immunity: +29% Stun/Freeze immunity: +27% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | hateful pouch of steel shots (16/16, 21.5-25.8 power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 Damage (Ranged): +11 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
| Light source | 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. |
| On head | grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +11% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On fingers | titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +4 (+2 eff.) Rings can have magical properties. |
| On fingers | savage's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Spell save: +12 (+4 eff.) Maximum stamina: +11.00 Spellpower: +7 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
| Around neck | grounding gold amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
| In main hand | Duathelrebel (20-28 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 48% * leeches stamina from the target Burst (radius 1) on hit: +4 darkness When wielded/worn: Damage when hit (Melee): 7 nature slow Changes resistances: +6% darkness / +3% temporal Spell save: +6 (+2 eff.) One-handed war axes. |
| Around waist | cleansing rough leather belt of transcendenceInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +6% blight Physical save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | reinforced iron shield of resilience (4 def, 7 armour, 10-12 power, 45 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +45 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Maximum life: +41.00 Handheld deflection devices. |
| Cloak | cashmere cloak of fog (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+0 eff.) Changes resistances: +15% light / +15% fire Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour of acid resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes resistances: +15% acid A suit of armour made of metal plates. |
Inventory
Newly picked upcruel elven-wood starstaff of invocation (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +19 (+4 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 18.63 to 22.36 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Newly picked upsilk robe of alchemy (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +16% acid / +13% physical / +18% fire / +14% cold Changes damage: +8% acid / +11% physical / +9% fire / +9% cold Talent cooldown: Refit Golem (-2 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's iron helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
248 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Newly picked upoverpowered elven-wood wand of clairvoyance [power 18] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 18, power 43 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Newly picked upstriking elven-wood wand of conjuration [power 337] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to fire a bolt of a random element with (base) damage 168 to 337, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Hank McMan the Cornac Bulwark level 16
76th Pyre 122nd year of Ascendancy at 18:01 see stats
Level 10
Got a character to level 10.By Hank McMan the Cornac Bulwark level 10
75th Pyre 122nd year of Ascendancy at 15:03 see stats
Level 20
Got a character to level 20.By Hank McMan the Cornac Bulwark level 20
77th Pyre 122nd year of Ascendancy at 12:41 see stats
Log
White crystal is not intimidated!
Bone giant is not intimidated!
Hank McMan resists!
White crystal's Ice Bolt hits Hank McMan for 121 cold damage.
Hank McMan uses Shield Pummel.
Hank McMan performs a melee critical strike against Bone giant!
Bone giant resists the shield bash!
Hank McMan hits Bone giant for 49 physical, 95 physical (144 total damage).
Bone giant hits Hank McMan for 10 blight, 10 blight (19 total damage).
White crystal casts Phase Door.
Black crystal casts Phase Door.
White crystal is not intimidated!
Bone giant is not intimidated!
Black crystal's Blight Bolt hits Hank McMan for 166 blight damage.
Bone giant misses Hank McMan.
Hank McMan deactivates Daunting Presence.
Talent Block is ready to use.
Talent Assault is ready to use.
Bone giant misses Hank McMan.
White crystal casts Ice Bolt.
Hank McMan uses Block.
Talent Infusion: Regeneration is ready to use.
White crystal's Ice Bolt hits Hank McMan for 121 cold damage.
Hank McMan the level 25 cornac bulwark was iced to death by a white crystal on level 37 of The Arena.
White crystal's Ice Bolt killed Hank McMan!
Hank McMan's skin returns to normal.
Hank McMan deactivates Shield Wall.




















































