Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 8 / 11% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 8 on the 37th Profit 122nd year of Ascendancy at 08:49 / 1 |
Primary Stats
Strength | 32 (base 26) |
Dexterity | 15 (base 12) |
Constitution | 25 (base 22) |
Magic | 8 (base 10) |
Willpower | 14 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -7/352 |
Stamina | 113/113 |
Healing Factor | 0.31538461538462 |
Regeneration | 1.1566878925838 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 35 |
Accuracy | 23 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 42.746238635298 (81.030927835052%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 35 |
Physical Save | 19 |
Spell Save | 7 |
Mental Save | 8 |
Defense: Resistances
Lightning | -8%( 70%) |
Temporal | + 10%( 70%) |
All | -16%( 70%) |
Defense: Immunities
Stun Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 34% |
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: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 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 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield Wall |
detrimental effect | The target is infected by a disease, doing 42.91 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 31.99 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 90.82 blight damage and spawn a carrion worm mass. |
Quests
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 repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | 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. | 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 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 |
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 |
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: * You've found the needed bear paw. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
Tool | elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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 Stamina each turn: +0.50 Maximum stamina: +12.00 A pair of boots made of leather. |
Around waist | blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+8 eff.) Stealth bonus: +6 A belt that goes around your waist. |
Main armor | impenetrable steel plate armour of temporal resistance (0 def, 16 armour) impenetrable steel plate armour of temporal resistance (0 def, 16 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +17% temporal A suit of armour made of metal plates. |
In main hand | iron waraxe of persecution (104% power, 2 apr) iron waraxe of persecution (104% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +1 Wil One-handed war axes. |
In off hand | iron shield (0 def, 2 armour, 100% power, 20.5 block) iron shield (0 def, 2 armour, 100% power, 20.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
On head | grounding iron helm of strength (+2) (0 def, 3 armour) grounding iron helm of strength (+2) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +7% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune of the psychic (range 34; cd 20)teleportation rune of the psychic (range 34; cd 20) 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: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Willpower 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. |
This item will automatically be transmogrified when you leave the level. Unlightedge the steel amuletUnlightedge the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 8 * 20% chance to reduce damage dealt by 8% Changes resistances: +6% nature / +10% mind / +3% darkness / +3% light Changes resistances penetration: +5% darkness Spell save: +6 (+6 eff.) Confusion immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Emysevea the Sleetpyre (107% power, 6 apr)Emysevea the Sleetpyre (107% power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 8 Damage (Melee): +5 mind / +16 cold Damage (radius 2) on crit: +12 mind When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +2 Cun / +1 Wil Changes resistances: +3% light / +3% cold Sharp, short and deadly. |
iron longsword (103% power, 2 apr) iron longsword (103% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. mossy mindstar (77% power, 12 apr, mind damage)mossy mindstar (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
2 agate 2 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. |
aquamarine 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. |
Brandpiety the iron pickaxe (dig speed 39 turns) Brandpiety the iron pickaxe (dig speed 39 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Changes resistances penetration: +10% mind Changes damage: +6% fire Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum mana: +23.00 Spell crit. chance: +5% Mindpower: +10 (+8 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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 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) 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. |
zircon 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
By Nzy the Dwarf Bulwark level 7
22nd Voratun 122nd year of Ascendancy at 11:33 see stats
By Nzy the Dwarf Bulwark level 5
17th Voratun 122nd year of Ascendancy at 11:41 see stats
By Nzy the Dwarf Bulwark level 7
31st Voratun 122nd year of Ascendancy at 04:16 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Poison from Giant green ant hits Nzy for 2 nature damage.
Nzy stops being poisoned.
Ran for 7 turns (stop reason: hostile spotted to the east (poison ivy)).
Nzy hits Worm that walks for 20 physical damage.
Worm that walks casts Worm Rot.
Nzy is afflicted by a terrible worm rot!
Worm that walks casts Worm Rot.
Nzy is recovering from the damage!
A carrion worm mass bursts out of Nzy!
Worm that walks steals life from Nzy!
Worm that walks receives 11 healing from Ruin.
Worm that walks hits Nzy for 1 blight, 3 blight, 24 blight, 3 blight, 25 blight, 140 blight (196 total damage).
Nzy misses Worm that walks.
Nzy has finished recovering.
Worm Rot from Worm that walks hits Nzy for 45 blight, 37 acid (82 total damage).
Carrion worm mass hits Nzy for 8 physical damage.
Worm that walks casts Epidemic.
Nzy is afflicted by an epidemic!
The diseases of worm that walks spread!
Worm that walks casts Epidemic.
Worm that walks steals life from Nzy!
Worm that walks receives 11 healing from Ruin.
Worm that walks hits Nzy for 1 blight, 4 blight, 25 blight, 2 blight, 25 blight (58 total damage).
Saving game...