Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 8 / 56% |
Size | medium |
Lifes / Deaths | Killed by The Possessed at level 8 on the 25th Profit 122nd year of Ascendancy at 09:32 / 1 |
Primary Stats
Strength | 36 (base 29) |
Dexterity | 12 (base 12) |
Constitution | 25 (base 22) |
Magic | 8 (base 10) |
Willpower | 15 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -37/452 |
Stamina | 124/154 |
Healing Factor | 1.1245178243369 |
Regeneration | 6.3732575953245 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 20 |
Offense: Mainhand
Damage | 52 |
Accuracy | 32 |
Crit Chance | 12% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Arcane | +6% |
Physical | +4% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Darkness | +20% |
Cold | +5% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 34.08934837382 (81.151787968034%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 27 |
Physical Save | 34 |
Spell Save | 11 |
Mental Save | 13 |
Defense: Resistances
Darkness | + 3%( 70%) |
Temporal | + 3%( 70%) |
Acid | + 16%( 70%) |
Physical | + 2%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by thief. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the temporal explorer from death by Neriwyn the king cobra. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
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. | active |
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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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 feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
On hands | Bleaksever (0 def, 9 armour) Bleaksever (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +9 Fatigue: +1% Damage (Melee): 6 physical Changes resistances: +3% temporal / +3% fire Changes resistances penetration: +20% darkness Changes damage: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | iron helm 'Belygorn' (5 def, 4 armour) iron helm 'Belygorn' (5 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Fatigue: +5% Changes resistances penetration: +5% arcane Physical save: +9 (+4 eff.) Maximum stamina: +10.00 Infravision radius: +1 Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Ce'Nurivena (dig speed 30 turns) Ce'Nurivena (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Silence immunity: +10% Only die when reaching: -20.00 life Infravision radius: +1 See invisible: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Around neck | copper amulet 'Pitchfear' copper amulet 'Pitchfear'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 8% * 10% chance to reduce armor by 21% Changes resistances: +3% darkness Life regen: +2.00 Amulets make your neck look great! |
In main hand | Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Light source | Flowerrigor FlowerrigorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +5% arcane Changes damage: +6% arcane Mental save: +5 (+5 eff.) Mana when firing critical spell: +2.00 Spellpower: +10 (+6 eff.) Light radius: +3 See stealth: +6 See invisible: +8 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. |
In off hand | swashbuckler's iron shield of shrapnel (0 def, 2 armour, 91% power, 21.5 block) swashbuckler's iron shield of shrapnel (0 def, 2 armour, 91% power, 21.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 92% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +2 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) Changes stats: +2 Str / +2 Dex Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Begas' (7 def, 0 armour) linen cloak 'Begas' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +15 (+5 eff.) Defense: +7 (+7 eff.) Changes stats: +1 Wil Changes resistances penetration: +5% physical Physical save: +6 (+3 eff.) Equilibrium when hit: +0.04 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 'Magmaresolve' (0 def, 7 armour) iron plate armour 'Magmaresolve' (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +7 Fatigue: +22% Changes resistances: +16% acid / +2% physical Changes resistances penetration: +5% cold Stamina each turn: +1.00 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 60; 12 cd)regeneration infusion (heal 60; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. acidic iron greatmaul (118% power, 1 apr)acidic iron greatmaul (118% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron greatsword 'Foggrinder' (116% power, 1 apr)iron greatsword 'Foggrinder' (116% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 116% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 8% Damage (Melee): +7 light Damage (radius 2) on crit: +12 darkness Damage against: +9% Undead When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Wil Maximum hate: +2.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron greatsword of erosion (112% power, 1 apr)iron greatsword of erosion (112% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 112% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 nature Massive two-handed swords. |
Nereth (102% power, 2 apr) Nereth (102% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 9 Damage (Melee): +6 mind Damage (radius 1) on hit: +12 mind / +4 acid When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Cun / +2 Wil Changes resistances: +6% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace (104% power, 2 apr)iron mace (104% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. ManifastManifast Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +1 Str / +3 Dex / +1 Cun Changes resistances: +5% fire / +6% cold Changes resistances penetration: +15% temporal A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather armour 'Torchraptor' (3 def, 2 armour)rough leather armour 'Torchraptor' (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to reduce damage dealt by 8% Changes resistances: +16% lightning / +6% fire / +3% acid Changes damage: +12% fire A suit of armour made of leather. |
agate 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature 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 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
ametrine 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. |
2 citrine 2 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. |
2 zircon 2 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
By CarrPincushion the Dwarf Bulwark level 6
20th Voratun 122nd year of Ascendancy at 04:16 see stats
Log
The Possessed's Earthen Missiles hits CarrPincushion for 30 physical, 5 physical (35 total damage).
The Possessed's Earthen Missiles hits CarrPincushion for 30 physical, 5 physical (35 total damage).
The Possessed's Earthen Missiles hits CarrPincushion for 30 physical, 5 physical (35 total damage).
LIFE LOST WARNING!
Bleeding from CarrPincushion hits The Possessed for 31 physical damage.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
CarrPincushion casts Rune: Shatter Afflictions.
CarrPincushion is no longer poisoned.
A shield forms around CarrPincushion.
CarrPincushion uses Infusion: Regeneration.
CarrPincushion starts regenerating health quickly.
Thief is not stunned anymore.
Bleeding from CarrPincushion hits Thief for 33 physical damage.
The Possessed casts Earthen Missiles.
The Possessed's spell attains critical power!
The Possessed casts Earthen Missiles.
The Possessed's spell attains critical power!
Your shield crumbles under the damage!
The shield around CarrPincushion crumbles.
Talent Shield Pummel is ready to use.
CarrPincushion is poisoned!
Bleeding from The Possessed hits CarrPincushion for (32 absorbed), 5 physical (5 total damage).
The Possessed's Earthen Missiles hits CarrPincushion for 30 physical damage.
The Possessed's Earthen Missiles hits CarrPincushion for 52 physical, 9 physical (61 total damage).
The Possessed's Earthen Missiles hits CarrPincushion for 30 physical, 5 physical (35 total damage).
The Possessed's Earthen Missiles hits CarrPincushion for 52 physical, 9 physical (61 total damage).
The Possessed's Earthen Missiles hits CarrPincushion for 30 physical, 5 physical (35 total damage).
CarrPincushion the level 8 dwarf bulwark was crushed to death by The Possessed and used as a new host on level 3 of Ruins of Kor'Pul.