











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 16 / 3% |
Size | medium |
Lifes / Deaths | Killed by brecklorn at level 5 on the 19th Voratun 122nd year of Ascendancy at 23:30 0 / 6Killed by Emelilravea the cutpurse at level 13 on the 24th Dearth 122nd year of Ascendancy at 00:57 Killed by Emelilravea the cutpurse at level 13 on the 24th Dearth 122nd year of Ascendancy at 01:55 Killed by Bethewen the blue jelly at level 13 on the 24th Dearth 122nd year of Ascendancy at 03:05 Killed by rogue at level 13 on the 24th Dearth 122nd year of Ascendancy at 08:48 Killed by Arerath the bandit lord at level 15 on the 30th Dearth 122nd year of Ascendancy at 02:07 |
Primary Stats
Strength | 46 (base 41) |
Dexterity | 21 (base 16) |
Constitution | 25 (base 22) |
Magic | 18 (base 15) |
Willpower | 14 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | 644/644 |
Stamina | 142/142 |
Healing Factor | 1.124517824337 |
Regeneration | 4.7792007534322 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 30.783939787388 |
See Invisible | 30.783939787388 |
Offense: Mainhand
Damage | 61 |
Accuracy | 45 |
Crit Chance | 27% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Temporal | +18% |
Blight | +14% |
Acid | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 53.74900420491 (62.32946707186%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 22 |
Physical Save | 38 |
Spell Save | 28 |
Mental Save | 23 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 9%( 70%) |
All | + 4%( 70%) |
Lightning | + 7%( 70%) |
Temporal | + 14%( 70%) |
Darkness | + 7%( 70%) |
Fire | + 21%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 39% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 39% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
talent | Shield Wall |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by multi-hued drake hatchling. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 Alchemists | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 (+2 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 | ![]() Powered 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: +6% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +5 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes damage: +18% temporal Maximum mana: +20.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +8 Changes stats: +2 Mag Changes damage: +6% blight Critical mult.: +11.00% Mental save: +9 (+4 eff.) Life regen: +4.00 Stamina each turn: +1.30 Mana when firing critical spell: +2.00 Maximum life: +66.00 Maximum stamina: +17.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +8% Mental crit. chance: +14% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
Around neck | ![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% nature / +16% blight Poison immunity: +20% Disease immunity: +20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 19% Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% lightning / +9% acid Changes resistances penetration: +10% cold Changes damage: +15% acid Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (radius 1) on hit: +13 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 fire Changes resistances: +10% temporal Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +1 Wil / +2 Cun Changes resistances: +12% fire / +5% arcane / +3% darkness Changes damage: +6% lightning Spell save: +6 (+3 eff.) Mindpower: +5 (+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 | ![]() Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +16% acid A suit of armour made of mail. |
Inventory
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+2 eff.) Defense: +10 (+6 eff.) Changes stats: +2 Con Changes resistances: +6% darkness Changes resistances penetration: +6% physical Changes damage: +9% fire Poison immunity: +10% Disarm immunity: +32% Blunt and deadly. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+7 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Str / +2 Mag / +7 Con Changes resistances: +9% mind Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +9% temporal Changes resistances penetration: +10% cold Changes damage: +6% temporal Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mindpower: +30 (+15 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 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. |
![]() 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) 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. |
Achievements
By Lawdy the Dwarf Bulwark level 8
16th Wealth 122nd year of Ascendancy at 05:25 see stats
By Lawdy the Dwarf Bulwark level 10
10th Dearth 122nd year of Ascendancy at 19:51 see stats
By Lawdy the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 06:22 see stats
By Lawdy the Dwarf Bulwark level 11
14th Dearth 122nd year of Ascendancy at 11:40 see stats
By Lawdy the Dwarf Bulwark level 13
24th Dearth 122nd year of Ascendancy at 08:49 see stats
Log
Sold: Blastsun (14-20 power, 3 apr) for 8.82 gold.
Sold: woollen robe 'Cloudbloom' (0 def, 0 armour) for 8.85 gold.
Sold: quiver of ash arrows 'Harubar' (20/20, 18-25 power, 7 apr) for 8.90 gold.
Sold: 2 topaz for 16.00 gold.
Sold: 2 amethyst for 16.00 gold.
Sold: opal for 8.00 gold.
Sold: 2 aquamarine for 16.00 gold.
Sold: 3 zircon for 12.00 gold.
Sold: spinel for 4.00 gold.
Sold: 4 agate for 16.00 gold.
Sold: ametrine for 4.00 gold.
Sold: citrine for 4.00 gold.
Sold: clarifying linen wizard hat of light (+18%) (1 def, 0 armour) for 1.45 gold.
Sold: starlit copper amulet for 1.27 gold.
Sold: starlit copper amulet of willpower (+2) for 1.80 gold.
Sold: linen cloak (1 def, 0 armour) for 0.10 gold.
Sold: iron shield (0 def, 2 armour, 10-12 power, 17.5 block) for 0.25 gold.
Sold: iron mail armour (2 def, 4 armour) for 1.00 gold.
Sold: steady iron gauntlets of magic (+3) (0 def, 1 armour) for 2.44 gold.
Sold: blurring rough leather belt of the giants for 3.15 gold.
Sold: Cyrawen the steel amulet for 5.89 gold.
Sold: restful rough leather gloves of dexterity (+2) (0 def, 1 armour) for 5.56 gold.
Sold: bright brass lantern of clarity for 4.30 gold.
Sold: balanced steel waraxe of amnesia (14-19 power, 3 apr) for 3.56 gold.
Sold: balanced iron longsword of projection (13-18 power, 2 apr) for 3.18 gold.
Sold: sapper's iron pickaxe (dig speed 27 turns) for 2.44 gold.
Lawdy wears (replacing Toramakath the Stormclash): Rope Belt of the Thaloren.
Lawdy wears (replacing Rope Belt of the Thaloren): Toramakath the Stormclash.