Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 12 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 6 on the 1st Mirth 122nd year of Ascendancy at 16:14 0 / 5Killed by fire drake at level 7 on the 2nd Mirth 122nd year of Ascendancy at 14:53 Killed by fire drake at level 7 on the 2nd Mirth 122nd year of Ascendancy at 16:14 Killed by Poryba the cold drake hatchling at level 10 on the 9th Mirth 122nd year of Ascendancy at 09:36 Killed by Betywe the Guardian at level 12 on the 23rd Haze 122nd year of Ascendancy at 14:05 |
Primary Stats
| Strength | 32 (base 32) |
| Dexterity | 18 (base 23) |
| Constitution | 22 (base 20) |
| Magic | 17 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -16/475 |
| Stamina | 74/130 |
| Healing Factor | 1.21 |
| Regeneration | 24.523731841547 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 22 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.35 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.376489784208 (81.030927835052%) |
| Defense | 33.848031563284 |
| Ranged Defense | 36.848031563284 |
| Fatigue | 41 |
| Physical Save | 33.45 |
| Spell Save | 28.65 |
| Mental Save | 22.3 |
Defense: Resistances
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Pinning Resistance | 62% |
| Knockback Resistance | 100% |
| Disarm Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: SunUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 40) for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 6 and doing 29.67 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is infected by a disease, reducing its strength by 7 and doing 29.67 blight damage per turn. Weakness Disease |
| detrimental effect | The target is poisoned, taking 85.96 nature damage per turn. Poison |
| beneficial effect | The target is recovering 28 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 31.67 blight damage per turn. Rotting Disease |
| beneficial effect | A flow of life spins around the target, regenerating 15.50 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 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 avoidance. 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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.' * You've found the needed honey tree root. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bregakalthogen (0 def, 4 armour) Bregakalthogen (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 arcane / 8 acid Changes stats: +3 Wil / +2 Mag Changes resistances: +8% lightning / +7% temporal / +5% arcane / +3% acid Movement speed: +20% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Isema (dig speed 38 turns) Isema (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature / +12% acid Changes resistances penetration: +5% acid Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
| On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
| Around neck | stabilizing copper amulet of cunning (+3) stabilizing copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
| In main hand | Blackvenom (22-30.8 power, 3 apr) Blackvenom (22-30.8 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 darkness When wielded/worn: Damage when hit (Melee): 12 darkness Spell save: +6 (+3 eff.) Sharp, long, and deadly. |
| Around waist | spiritwalker's rough leather belt of magery spiritwalker's rough leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +3 Wil Mana each turn: +0.11 Maximum mana: +20.00 Spell crit. chance: +3% A belt that goes around your waist. |
| In off hand | steel shield of resilience (6 def, 2 armour, 16-19.2 power, 40 block) steel shield of resilience (6 def, 2 armour, 16-19.2 power, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Maximum life: +43.00 Handheld deflection devices. |
| Cloak | linen cloak 'Blindquake' (7 def, 0 armour) linen cloak 'Blindquake' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +6% mind Changes resistances penetration: +5% darkness Changes damage: +6% darkness Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour of Eyal (4 def, 9 armour) steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Life regen: +1.10 Maximum life: +40.00 Healing mod.: +11% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. gold amulet 'Squalorguile'gold amulet 'Squalorguile' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes resistances: +17% temporal Changes damage: +3% nature Pinning immunity: +23% Knockback immunity: +32% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Murkdredge the dwarven-steel greatsword (39-62.4 power, 2 apr)Murkdredge the dwarven-steel greatsword (39-62.4 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 mind Burst (radius 1) on hit: +4 darkness When wielded/worn: Maximum hate: +6.00 Mental crit. chance: +1% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel mace (14.5-20.3 power, 3 apr)steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.27 to 93.82 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning 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, 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Temper the Higher Bulwark level 12
45th Dusk 122nd year of Ascendancy at 06:50 see stats
Level 10
Got a character to level 10.By Temper the Higher Bulwark level 10
9th Mirth 122nd year of Ascendancy at 00:29 see stats
Poisonous
Sided with the assassin lord.By Temper the Higher Bulwark level 12
6th Dusk 122nd year of Ascendancy at 12:23 see stats
The Arena
Unlocked Arena mode.By Temper the Higher Bulwark level 10
2nd Summertide 122nd year of Ascendancy at 12:29 see stats
The secret city
Discovered the truth about mages.By Temper the Higher Bulwark level 12
51st Dusk 122nd year of Ascendancy at 22:03 see stats
Log
Rotting Disease from Betywe the Guardian hits Temper for 22 blight damage.
Decrepitude Disease from Betywe the Guardian hits Temper for 21 blight damage.
Temper receives 34 healing.
Betywe the Guardian is fully armored again.
Betywe the Guardian uses Block.
Temper uses Assault.
Temper performs a melee critical strike against Betywe the Guardian!
Temper performs a melee critical strike against Betywe the Guardian!
Betywe the Guardian's armor corrodes!
Temper hits Betywe the Guardian for (7 blocked), 0 physical, , (18 blocked), 0 physical, 4 darkness, , (16 blocked), 0 physical, 4 darkness, (8 total damage).
Weakness Disease from Betywe the Guardian hits Temper for 21 blight damage.
Rotting Disease from Betywe the Guardian hits Temper for 22 blight damage.
Decrepitude Disease from Betywe the Guardian hits Temper for 21 blight damage.
Temper receives 34 healing.
Betywe the Guardian bites poison into Temper.
Temper is poisoned!
Betywe the Guardian hits Temper for 54 nature damage.
Temper hits Betywe the Guardian for 8 acid, 4 arcane, 13 darkness (25 total damage).
Temper hits Betywe the Guardian for 6 physical, 4 darkness, (11 total damage).
Talent Block is ready to use.
Rotting Disease from Betywe the Guardian hits Temper for 22 blight damage.
Weakness Disease from Betywe the Guardian hits Temper for 21 blight damage.
Poison from Betywe the Guardian hits Temper for 54 nature damage.
Decrepitude Disease from Betywe the Guardian hits Temper for 21 blight damage.
Temper receives 34 healing.
Betywe the Guardian misses Temper.
Saving game...
