










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 15 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Sandworm Queen at level 13 on the 29th Dusk 122nd year of Ascendancy at 20:27 1 / 4Killed by black crystal at level 14 on the 37th Dusk 122nd year of Ascendancy at 07:36 Killed by Weirdling Beast at level 15 on the 41st Dusk 122nd year of Ascendancy at 07:24 Killed by Weirdling Beast at level 15 on the 41st Dusk 122nd year of Ascendancy at 10:02 |
Primary Stats
| Strength | 75 (base 41) |
| Dexterity | 35 (base 34) |
| Constitution | 49 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 712/712 |
| Stamina | 152/152 |
| Healing Factor | 1.2671232876712 |
| Regeneration | 6.6667117254137 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 7 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 31 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +5% |
| Acid | +3% |
| Physical | +10% |
| Cold | +4% |
| Nature | +11% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 12 |
| Physical Save | 47 |
| Spell Save | 35 |
| Mental Save | 20 |
Defense: Resistances
| Light | + 3%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 22%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 80% |
| Blind Resistance | 53% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| 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 155 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 failed to protect the lone alchemist from death by cutpurse. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by white wolf. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You failed to protect the lost defiler from death by white crystal. Escort: lost defiler (level 3 of Old Forest) | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 Minotaur. * 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 |
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. | 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: * You've found the needed skeleton mage skull. * '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.' * You've found the needed snow giant kidney. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Curearc (12 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Defense: +12 (+6 eff.) Fatigue: +2% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +1 Con Changes resistances: +6% fire / +6% cold Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Isuwe'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light / +2% physical Changes damage: +3% acid Physical save: +3 (+1 eff.) Light radius: +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 | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 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 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | polar iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 cold Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +23% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
| Around neck | copper amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 8% * 6% chance to blind Changes damage: +5% light / +6% darkness Amulets can have magical properties. |
| In main hand | thought-forged dwarven-steel longsword (129% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 8 Damage (Melee): +7 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, long, and deadly. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | acidic steel shield of cold resistance (+16%) (0 def, 4 armour, 100% power, 43 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 On weapon hit: * 13% chance to reduce armor by 15% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 3 acid Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Str / +2 Con Physical save: +6 (+2 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 | Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.00(-) Cunning / Stealth Blindness immunity: +30% Confusion immunity: +30% Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
teleportation rune of the wizard (range 30; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
alchemist's iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 3 acid / 4 fire / 4 cold / 3 lightning Changes stats: +2 Mag / +2 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glalevea the rough leather cap (3 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% cold Changes resistances penetration: +5% physical Allows you to breathe in: water A cap made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
9 opal0.00 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Activation costs 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) Activation costs 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. |
4 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Weirdling Beast receives 440 healing from Infusion: Healing.
Weirdling Beast misses Shield.
Shield hits Weirdling Beast for (36 to bones), 0 physical, 2 mind, 3 light, 3 acid, 3 darkness, 3 cold (16 total damage).
Acid Splash from Weirdling Beast hits Shield for 14 acid damage.
Weirdling Beast misses Shield.
Weirdling Beast shrugs off the effect 'Exposed'!
Shield hits Weirdling Beast for 34 physical, 2 mind, 3 light, 3 acid, 3 darkness, 3 cold (49 total damage).
Talent Ghoulish Leap is ready to use.
Acid Splash from Weirdling Beast hits Shield for 14 acid damage.
Weirdling Beast casts Rune: Shielding.
A shield forms around Weirdling Beast.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Shield for 128 mind damage.
Weirdling Beast feels pain again.
Shield hits Weirdling Beast for (68 absorbed), 0 physical, (4 absorbed), 0 mind, (6 absorbed), 0 light, (6 absorbed), 0 acid, (6 absorbed), 0 darkness, (6 absorbed), 0 cold (0 total damage).
Acid Splash from Weirdling Beast hits Shield for 14 acid damage.
Weirdling Beast casts Freeze.
Weirdling Beast casts Impending Doom.
Weirdling Beast hits Shield for 90 cold damage.
Shield the level 15 ghoul bulwark was frozen and shattered into a million little shards to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.
You have 1 life(s) left.
Shield is free from the acid.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Weirdling Beast killed Shield!
Saving done.
































































