










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 15 / 86% |
| Size | big |
| Lifes / Deaths | Killed by Doronon the dwarf at level 14 on the 58th Dusk 122nd year of Ascendancy at 17:20 / 2Killed by Cyrlde the halfling at level 15 on the 21st Haze 122nd year of Ascendancy at 15:35 |
Primary Stats
| Strength | 39 (base 32) |
| Dexterity | 29 (base 17) |
| Constitution | 32 (base 32) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 13) |
| Cunning | 23 (base 10) |
Resources
| Life | -88/607 |
| Stamina | 47/127 |
| Healing Factor | 1.2633663366337 |
| Regeneration | 57.546336633663 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1000% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Stealth | 9 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 50 |
| Crit Chance | 8% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Mind | +9% |
| Nature | +11% |
Offense: Damage Penetration
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 50.0440350497 (88.454810495627%) |
| Defense | 28 |
| Ranged Defense | 32 |
| Fatigue | 35 |
| Physical Save | 23 |
| Spell Save | 22 |
| Mental Save | 42 |
Defense: Resistances
| Nature | + 28%( 70%) |
| Fire | + 22%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 55%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 57% |
| Poison Resistance | 10% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 217 life over 5 turns. Its effects scale with your Magic stat. |
| 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 322 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 43.40 life per turn. Regeneration |
| beneficial effect | Each melee blow landed has a 35% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| detrimental effect | The target is poisoned, taking 143.69 nature damage per turn. Poison |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Movement is 1000% faster. Step Up |
| detrimental effect | The target is poisoned and sick, doing 41.66 nature damage per turn. All damage it does is reduced by 18%. Numbing Poison |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
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 Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | 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 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 |
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 |
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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. | 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 | Gunezor the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +2% Changes resistances: +1% physical / +5% cold / +6% fire Changes damage: +9% mind Only die when reaching: -40.00 life Maximum life: +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +9 See invisible: +5 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 | rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
| On hands | polar iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +5% cold Changes damage: +3% cold Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
| On fingers | rogue's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
| Around neck | copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
| In main hand | truestriking dwarven-steel mace (27.5-38.5 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 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% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical Blunt and deadly. |
| Around waist | drakeskin leather belt 'Falamas'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +11% cold / +5% fire Trap disarming bonus: +14 Stealth bonus: +5 Spell save: +9 (+5 eff.) Mental save: +36 (+12 eff.) Poison immunity: +10% Only die when reaching: -40.00 life Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of cold resistance (+19%) (8 def, 8 armour, 30.5-36.6 power, 96.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +96 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +19% cold Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Brenidas (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold Critical mult.: +15.00% Spell save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +6 (+5 eff.) Spell crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel plate armour of Eyal (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +5 Cun / +3 Wil Mental save: +13 (+5 eff.) Life regen: +1.90 Maximum life: +55.00 Healing mod.: +10% A suit of armour made of metal plates. |
Inventory
wild infusion of the wizard (resist 11%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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)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 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Father Bu the Cornac Bulwark level 15
15th Haze 122nd year of Ascendancy at 22:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Father Bu the Cornac Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 18:34 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Father Bu the Cornac Bulwark level 15
1st Time of Equilibrium 122nd year of Ascendancy at 02:15 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Father Bu the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 02:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Father Bu the Cornac Bulwark level 13
43rd Dusk 122nd year of Ascendancy at 03:44 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Father Bu the Cornac Bulwark level 14
58th Dusk 122nd year of Ascendancy at 17:20 see stats
Log
Father Bu resists the stunning blow!
Andrna the thalore activates her vined mindstar!
Talent Shield Pummel is ready to use.
Father Bu receives 32 healing.
Father Bu hits Cyrlde the halfling for 6 fire damage.
Poison from Andrna the thalore hits Father Bu for 60 nature damage.
Numbing Poison from Andrna the thalore hits Father Bu for 32 nature damage.
Cyrlde the halfling hits Father Bu for 78 physical, 12 lightning, 6 light, 6 darkness (102 total damage).
Father Bu uses Infusion: Regeneration.
Father Bu starts regenerating health quickly.
Father Bu receives 32 healing.
Father Bu hits Cyrlde the halfling for 6 fire damage.
Poison from Andrna the thalore hits Father Bu for 53 nature damage.
Numbing Poison from Andrna the thalore hits Father Bu for 32 nature damage.
Cyrlde the halfling hits Father Bu for 48 physical, 12 lightning, 6 light, 6 darkness (72 total damage).
Bloated ooze misses Father Bu.
Father Bu shrugs off the effect 'Poison'!
Bloated ooze hits Father Bu for 0 nature damage.
Father Bu hits Bloated ooze for 5 fire damage.
Father Bu uses Assault.
Father Bu performs a melee critical strike against Andrna the thalore!
Father Bu performs a melee critical strike against Andrna the thalore!
Father Bu prepares for the next kill!.
Andrna the thalore shares damage with her oozes!
Andrna the thalore hits Father Bu for 22 acid, 22 acid, 22 acid (65 total damage).
Father Bu hits Andrna the thalore for 7 physical damage.
Cyrlde the halfling is moving less freely.
Saving game...



















































