Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 33 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 59 (base 48) |
| Dexterity | 20 (base 20) |
| Constitution | 29 (base 26) |
| Magic | 27 (base 20) |
| Willpower | 17 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 518/881 |
| Mana | 233/233 |
| Stamina | 209/214 |
| Healing Factor | 1.6821906965096 |
| Regeneration | 0.42054767412739 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 50 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.38 (100%) |
| Defense | 18 |
| Ranged Defense | 23 |
| Fatigue | 38 |
| Physical Save | 31 |
| Spell Save | 21 |
| Mental Save | 14 |
Defense: Resistances
| All | -10%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 110 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 146 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 218.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Golem / Arcane | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Golem / Fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Effects
| talent | Reflective Skin |
| detrimental effect | The target is on fire, taking 38.10 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| detrimental effect | The target is hexed, granting it 43% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is cursed, reducing all resistances by 25%. Curse of Vulnerability |
| beneficial effect | Increases the effectiveness of all healing the target receives by 18%. Empowered Healing |
| beneficial effect | The target is surrounded by a magical shield, absorbing 61/61 damage before it crumbles. Damage Shield |
Quests
Equipment
| In off hand | Black Mesh (8 def, 2 armour, 105.5 block) Black Mesh (8 def, 2 armour, 105.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+5 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Main armor | fortifying stralite plate armour of thunder (7 def, 13 armour) fortifying stralite plate armour of thunder (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +14 (+4 eff.) Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes stats: +11 Str / +7 Mag / +7 Wil / +3 Con Changes resistances: +15% lightning Maximum life: +72.00 Spellpower: +13 (+6 eff.) Spell crit. chance: +7% Mindpower: +15 (+7 eff.) Mental crit. chance: +7% A suit of armour made of metal plates. |
| In main hand | stralite longsword 'Bethath' (140% power, 5 apr) =keep= stralite longsword 'Bethath' (140% power, 5 apr) =keep=Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning / +13 cold / +4 arcane / +4 acid When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +9% mind / +7% darkness Changes damage: +6% arcane Sharp, long, and deadly. |
Inventory
titan's steel ring =con= titan's steel ring =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of clarity =con= titan's steel ring of clarity =con=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +9 (+7 eff.) Confusion immunity: +22% Rings can have magical properties. |
Moon (136% power, 30 apr) Moon (136% power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
lifebinding yew starstaff (120% power, 4 apr, physical element) =con= lifebinding yew starstaff (120% power, 4 apr, physical element) =con=Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +20% physical Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +13 (+6 eff.) Spell crit. chance: +3% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt of unlife =breath= rough leather belt of unlife =breath=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
verdant silk robe of frost (+24%) (3 def, 0 armour) =con= verdant silk robe of frost (+24%) (3 def, 0 armour) =con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +6 Con Changes resistances: +24% cold Changes damage: +10% nature / +16% cold Poison immunity: +34% Disease immunity: +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) =con= wanderer's pair of hardened leather boots of tirelessness (0 def, 3 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +3 Con Physical save: +13 (+6 eff.) Mental save: +16 (+11 eff.) Stamina each turn: +0.40 Maximum stamina: +16.00 A pair of boots made of leather. |
steady hardened leather gloves of the iron hand (0 def, 2 armour) =con= steady hardened leather gloves of the iron hand (0 def, 2 armour) =con=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes stats: +3 Str / +3 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Physical save: +7 (+3 eff.) Mental save: +6 (+6 eff.) Disarm immunity: +51% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour) =con= grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour) =con=Requires: - Talent 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: +7% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quiver of Domination (20/20, 127% power, 8 apr) Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Achievements
Log
Orc corruptor hits Something for 106 lightning damage.
Ce'Notha the ninurlhing casts Soul Rot.
Ce'Notha the ninurlhing's spell attains critical power!
Your shield crumbles under the damage!
The shield around Sylvia crumbles.
Ce'Notha the ninurlhing's Soul Rot hits Sylvia for (47 absorbed), 378 blight (378 total damage).
Golem (servant of Sylvia) is recovering from the damage!
Golem (servant of Sylvia) reflects damage back to Something!
Golem (servant of Sylvia) receives 34 healing.
Golem (servant of Sylvia) hits Something for (2 absorbed), 5 fire (5 total damage).
Burning from Orc corruptor hits Golem (servant of Sylvia) for 20 fire damage.
Character control switched to golem (servant of Sylvia).
Decrepitude Disease from Ce'Notha the ninurlhing hits Sylvia for 76 blight damage.
Sylvia receives 19 healing.
A shield forms around golem (servant of Sylvia).
Sylvia killed Sylvia!
Ce'Notha the ninurlhing receives 43 healing from Sylvia's healing light area effect.
golem (servant of Sylvia) receives 61 healing from Sylvia's healing light area effect.
A part of Ce'Notha the ninurlhing's bone shield regenerates.
Ce'Notha the ninurlhing uses Web.
Golem (servant of Sylvia) shrugs off the effect 'Pinned to the ground'!
Connection to online server lost, trying to reconnect.
Connection to online server established.
Golem (servant of Sylvia) has finished recovering.
Golem (servant of Sylvia) stops burning.
Golem (servant of Sylvia) deactivates Reflective Skin.
The shield around golem (servant of Sylvia) crumbles.
Golem (servant of Sylvia) is no longer cursed.
Golem (servant of Sylvia) is free from the hex.
