Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Halfling |
Class | Bulwark |
Level / Exp | 20 / 7% |
Size | small |
Lifes / Deaths | Killed by elven cultist at level 9 on the 15th Dusk 122nd year of Ascendancy at 17:11 0 / 6Killed by Fiola the thalore at level 10 on the 29th Dusk 122nd year of Ascendancy at 22:13 Killed by gwelgoroth at level 14 on the 47th Dusk 122nd year of Ascendancy at 06:23 Killed by Urkis, the High Tempest at level 17 on the 3rd Allure 123rd year of Ascendancy at 22:22 Killed by Urkis, the High Tempest at level 17 on the 4th Allure 123rd year of Ascendancy at 01:33 Killed by Layuwe the elder vampire at level 20 on the 21st Regrowth 123rd year of Ascendancy at 20:28 |
Primary Stats
Strength | 46 (base 42) |
Dexterity | 28 (base 12) |
Constitution | 53 (base 48) |
Magic | 14 (base 10) |
Willpower | 20 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -75/678 |
Stamina | 76/194 |
Healing Factor | 1 |
Regeneration | 3.667546976485 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 91 |
Accuracy | 33 |
Crit Chance | 12% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 33 |
Ranged Defense | 36 |
Fatigue | 17 |
Physical Save | 39 |
Spell Save | 24 |
Mental Save | 19 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Confusion Resistance | 11% |
Disarm Resistance | 45% |
Knockback Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 225 damage for 4 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.16 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 34 life each turn. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target has 50% chance to evade melee attacks and gains 11 defense. Evasion |
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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by king cobra. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 0. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) 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: +1% Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Light source | watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +11% Light radius: +5 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 8 turns. The radius will increase with your Cunning. 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 | Ravenwire (0 def, 3 armour) Ravenwire (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 darkness Changes stats: +3 Cun / +3 Dex Changes resistances: +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets 'Deepsqueller' (0 def, 7 armour) iron gauntlets 'Deepsqueller' (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Damage when hit (Melee): 8 acid Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 46 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | warrior's steel ring of tenacity warrior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +25% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +20.00 Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | serendipitous steel amulet of perfection (0.16 Wild-gift / Harmony,0.16 Cunning / Dirty fighting) serendipitous steel amulet of perfection (0.16 Wild-gift / Harmony,0.16 Cunning / Dirty fighting)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +8 Lck Talent masteries: +0.16 Wild-gift / Harmony +0.16 Cunning / Dirty fighting Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
In main hand | voratun longsword 'Lustrewitch' (151% power, 6 apr) =pimpsword= voratun longsword 'Lustrewitch' (151% power, 6 apr) =pimpsword=Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to inflict damage reduction * 40% chance to blind * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Melee): +7 lightning / +4 light Burst (radius 2) on crit: +4 blight When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +4 Con Changes resistances: +6% light Changes resistances penetration: +13% physical Disarm immunity: +20% Sharp, long, and deadly. |
Around waist | noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | steel shield 'Satyrdash' (6 def, 2 armour, 100% power, 41.5 block) =light res= steel shield 'Satyrdash' (6 def, 2 armour, 100% power, 41.5 block) =light res=Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 100% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +42 On weapon hit: * Slows global speed by 40% Damage (Melee): +24 lightning When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 24% chance to daze Changes stats: +4 Dex / +1 Wil Changes resistances: +40% lightning Talent granted: +2 Block Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Handheld deflection devices. |
Cloak | cashmere cloak of implacability (2 def, 0 armour) cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked reinforced leather armour of the hero (4 def, 7 armour) =stat armor= spiked reinforced leather armour of the hero (4 def, 7 armour) =stat armor=Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes stats: +4 Str / +6 Dex / +4 Mag / +4 Wil / +4 Cun A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. temporal rough leather gloves (0 def, 1 armour)temporal rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +6% temporal Changes damage: +4% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of lightning resistance (3 def, 6 armour)hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +19% lightning A suit of armour made of leather. |
miner's iron pickaxe (dig speed 29 turns) =dig dug= miner's iron pickaxe (dig speed 29 turns) =dig dug=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
shadowy ash wand of conjuration [power 157] (10 cooldown) shadowy ash wand of conjuration [power 157] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Jeanne D'Arc the Halfling Bulwark level 9
5th Dusk 122nd year of Ascendancy at 20:48 see stats
By Jeanne D'Arc the Halfling Bulwark level 14
54th Dusk 122nd year of Ascendancy at 06:12 see stats
By Jeanne D'Arc the Halfling Bulwark level 17
3rd Allure 123rd year of Ascendancy at 13:06 see stats
By Jeanne D'Arc the Halfling Bulwark level 17
4th Allure 123rd year of Ascendancy at 01:56 see stats
By Jeanne D'Arc the Halfling Bulwark level 19
1st Regrowth 123rd year of Ascendancy at 07:56 see stats
By Jeanne D'Arc the Halfling Bulwark level 10
26th Dusk 122nd year of Ascendancy at 03:01 see stats
By Jeanne D'Arc the Halfling Bulwark level 20
6th Regrowth 123rd year of Ascendancy at 12:18 see stats
By Jeanne D'Arc the Halfling Bulwark level 6
79th Pyre 122nd year of Ascendancy at 06:48 see stats
By Jeanne D'Arc the Halfling Bulwark level 11
38th Dusk 122nd year of Ascendancy at 23:29 see stats
By Jeanne D'Arc the Halfling Bulwark level 17
6th Decay 122nd year of Ascendancy at 19:50 see stats
By Jeanne D'Arc the Halfling Bulwark level 17
50th Haze 122nd year of Ascendancy at 02:50 see stats
Log
Jeanne D'Arc misses Layuwe the elder vampire.
Jeanne D'Arc leeches life from Layuwe the elder vampire!
Jeanne D'Arc hits Layuwe the elder vampire for 44 physical, 24 lightning, , 7 physical, (74 total damage).
Layuwe the elder vampire hits Jeanne D'Arc for 7 healing, 28 darkness, 51 light (80 total damage) [7 healing].
Forgery of Haze (Layuwe the elder vampire) casts Firebeam.
Forgery of Haze (Layuwe the elder vampire) hits Jeanne D'Arc for 53 fire damage.
Layuwe the elder vampire casts Moonlight Ray.
Layuwe the elder vampire's spell attains critical power!
Jeanne D'Arc is recovering from the damage!
Layuwe the elder vampire leeches life from Jeanne D'Arc!
Layuwe the elder vampire receives 19 healing from Jeanne D'Arc.
Layuwe the elder vampire hits Jeanne D'Arc for 213 darkness damage.
Layuwe the elder vampire leeches life from Jeanne D'Arc!
Layuwe the elder vampire receives 4 healing from Jeanne D'Arc.
Layuwe the elder vampire's light area effect hits Jeanne D'Arc for 47 light damage.
Talent Assault is ready to use.
Jeanne D'Arc receives 34 healing.
Jeanne D'Arc uses Assault.
Jeanne D'Arc uses Assault.
Jeanne D'Arc performs a melee critical strike against Layuwe the elder vampire!
Jeanne D'Arc misses Layuwe the elder vampire.
Jeanne D'Arc misses Layuwe the elder vampire.
Jeanne D'Arc hits Layuwe the elder vampire for 57 physical, 24 lightning, , 7 physical, (88 total damage).
Layuwe the elder vampire hits Jeanne D'Arc for 28 darkness, 51 light (80 total damage).
Forgery of Haze (Layuwe the elder vampire) casts Moonlight Ray.
Forgery of Haze (Layuwe the elder vampire) hits Jeanne D'Arc for 68 darkness damage.
Saving done.
Saving done.
Saving game...