










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 18 / 65% |
Size | medium |
Lifes / Deaths | Killed by Yvariarin the white ooze at level 12 on the 4th Dusk 122nd year of Ascendancy at 05:18 0 / 6Killed by Yvariarin the white ooze at level 12 on the 4th Dusk 122nd year of Ascendancy at 05:51 Killed by vampire lord at level 18 on the 65th Dusk 122nd year of Ascendancy at 23:19 Killed by skeleton archer at level 18 on the 66th Dusk 122nd year of Ascendancy at 00:23 Killed by assassin at level 18 on the 66th Dusk 122nd year of Ascendancy at 00:59 Killed by Grand Corruptor at level 18 on the 68th Dusk 122nd year of Ascendancy at 03:12 |
Primary Stats
Strength | 50 (base 41) |
Dexterity | 14 (base 12) |
Constitution | 51 (base 40) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -38/766 |
Stamina | 114/114 |
Healing Factor | 1.5782805429864 |
Regeneration | 14.61836954949 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 22.342941493866 |
See Invisible | 23.342941493866 |
Offense: Mainhand
Damage | 78 |
Accuracy | 43 |
Crit Chance | 9% |
APR | 12 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Cold | +4% |
Physical | +9% |
Offense: Damage Penetration
Physical | +7% |
Arcane | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 76.769728448348 (97.241379310345%) |
Defense | 29 |
Ranged Defense | 36 |
Fatigue | 36 |
Physical Save | 48 |
Spell Save | 49 |
Mental Save | 17 |
Defense: Resistances
Acid | -3%( 70%) |
Blight | + 28%( 70%) |
Physical | + 29%( 70%) |
Cold | + 33%( 70%) |
All | + 10%( 70%) |
Lightning | + 16%( 70%) |
Temporal | + 16%( 70%) |
Fire | + 22%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Disarm Resistance | 18% |
Stun Resistance | 57% |
Instadeath Resistance | 100% |
Knockback Resistance | 87% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 24 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 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 129 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.50 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Shield Wall |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | The target is hexed. Each time it uses an ability it takes 47.17 fire damage, and talent cooldowns are increased by 50% plus 1 turn. Burning Hex |
Quests
You failed to protect the injured seer from death by black mamba. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by degenerated skeleton archer. Escort: repented thief (level 2 of Ruins of Kor'Pul) | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Fatigue: +2% Changes stats: +3 Con Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +10% nature Changes damage: +9% physical Physical save: +20 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +7 (+5 eff.) Light radius: +5 See stealth: +5 See invisible: +6 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Changes stats: +4 Cun Changes resistances: +3% physical Physical save: +14 (+4 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Mindpower: +6 (+3 eff.) A cap made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +6% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 83% 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. Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +25% arcane Talent mastery: +0.11 Technique / Warcries Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +18% Blunt and deadly. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +77 Damage (Melee): +12 fire When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 10 fire Changes stats: +1 Str Changes resistances: +13% fire Talent granted: +3 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +6% nature / +3% physical Maximum life: +65.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() hardened leather belt 'Gunikan' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +26 Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% A belt that goes around your waist. |
![]() Noondeath (0 def, 6 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes resistances: +9% mind Changes damage: +9% mind / +9% light Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +10 (+5 eff.) Fatigue: +8% Changes stats: +2 Cun Mental save: +10 (+6 eff.) Life regen: +5.70 Maximum life: +35.00 Healing mod.: +10% A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
Achievements
By Asmahan the Cornac Bulwark level 14
14th Dusk 122nd year of Ascendancy at 19:04 see stats
By Asmahan the Cornac Bulwark level 18
67th Dusk 122nd year of Ascendancy at 08:29 see stats
By Asmahan the Cornac Bulwark level 10
4th Flare 122nd year of Ascendancy at 21:57 see stats
By Asmahan the Cornac Bulwark level 9
1st Summertide 122nd year of Ascendancy at 01:40 see stats
By Asmahan the Cornac Bulwark level 16
28th Dusk 122nd year of Ascendancy at 07:50 see stats
Log
A volcano erupts!
Talent Infusion: Healing is ready to use.
Asmahan shrugs off the effect 'Wet'!
Something hits Asmahan for 47 cold damage.
Asmahan feels pain again.
Asmahan uses Infusion: Healing.
Asmahan receives 221 healing from Infusion: Healing.
Gwelgoroth casts Lightning.
Gwelgoroth hits Asmahan for 100 lightning damage.
Grand Corruptor activates his wand!
Grand Corruptor hits Asmahan for 124 lightning damage.
Talent Vitality is ready to use.
Gwelgoroth hits Asmahan for 14 lightning damage.
Asmahan hits Gwelgoroth for 100 physical, 8 nature, 6 cold (114 total damage).
Grand Corruptor casts Drain.
Grand Corruptor's spell attains critical power!
Grand Corruptor is surging arcane power.
Grand Corruptor's Drain hits Asmahan for 184 blight damage.
Asmahan hits Gwelgoroth for 12 fire damage.
Gwelgoroth hits Asmahan for 14 lightning damage.
Asmahan hits Gwelgoroth for 86 physical, 8 nature, 6 cold (100 total damage).
Grand Corruptor casts Blood Boil.
Saving game...