








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Dwarf | 
| Class | Bulwark | 
| Level / Exp | 8 / 59% | 
| Size | medium | 
| Lifes / Deaths | Killed by Edeleumidi the shalore at level 8 on the 10th Profit 122nd year of Ascendancy at 10:25  / 1 | 
Primary Stats
| Strength | 28.967924369772 (base 29) | 
| Dexterity | 10 (base 12) | 
| Constitution | 22 (base 19) | 
| Magic | 8 (base 10) | 
| Willpower | 14 (base 10) | 
| Cunning | 11 (base 10) | 
Resources
| Life | -24/340 | 
| Stamina | 76/101 | 
| Healing Factor | 1.2024166372473 | 
| Regeneration | 25.860715669067 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 3 | 
| See Stealth | 5 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 45 | 
| Accuracy | 29 | 
| Crit Chance | 12% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 14 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +8% | 
| Light | +10% | 
| Mind | +3% | 
Offense: Damage Penetration
| Mind | +5% | 
Defense: Base
| Armour (hardiness) | 38.368346059798 (89.749889547741%) | 
| Defense | 0 | 
| Ranged Defense | 0 | 
| Fatigue | 8 | 
| Physical Save | 21 | 
| Spell Save | 7 | 
| Mental Save | 8 | 
Defense: Resistances
| Temporal | + 17%( 70%) | 
| Light | + 40%( 70%) | 
| All | + 14%( 70%) | 
Defense: Immunities
| Knockback Resistance | 20% | 
| Stun Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 156 life over 5 turns. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 13 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 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield defense | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 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 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 4/5 | 
  | 0/5 | 
  | 2/5 | 
  | 3/5 | 
  | 0/5 | 
Effects
| talent | Shield Wall | 
| beneficial effect | Fatigue reduced by 20%. Charm:  Innervating | 
| detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet | 
| detrimental effect | The target is hexed, granting it 25% chance each turn to be dazed for 3 turns. Pacification Hex | 
| beneficial effect | The target has 19 increased life regeneration. Recovery | 
| detrimental effect | The target is infected by a disease, reducing its strength by 7 and doing 16.31 blight damage per turn. Weakness Disease | 
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
Quests
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 | 
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 | 
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 | 
Equipment
| Tool |  Yarisus [power 105]  (14/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% temporal Changes resistances penetration: +5% mind Changes damage: +3% mind Psi when hit: +0.08 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings make your fingers look great!  | 
| On feet |  Voredhewyn the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 6 blight Changes stats: +1 Wil Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Vim when firing critical spell: +2.00 Damage Shield penetration: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| In main hand |  Skullcleaver (20-28 power, 4 apr)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.  | 
| Main armor |  rejuvenating iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of metal plates.  | 
| Light source |  Summertide PhialInfused 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.  | 
| On head |  iron helm of strength (+3) (0 def, 3 armour)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: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| In off hand |  iron shield of earthen fury (0 def, 3 armour, 10-11 power, 20.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 On weapon hit: * Deal physical damage equal to your armor (38) When wielded/worn: Armour: +3 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices.  | 
Inventory
 steady rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +2.0% Slings are used to hurl stones or metal shots at your foes.  | 
 iron plate armour of cold resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +15% cold A suit of armour made of metal plates.  | 
 41 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 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 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.  | 
Achievements
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Embrace the Dwarf Bulwark level 8
24th Voratun 122nd year of Ascendancy at 03:13 see stats
			Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.By Embrace the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 00:16 see stats
Log
Embrace is afflicted by a weakness disease!
Bone Spike hits Embrace for 14 physical damage.
Edeleumidi the shalore hits Embrace for 91 blight damage.
Embrace rushes out!
Embrace performs a melee critical strike against Edeleumidi the shalore!
Edeleumidi the shalore is dazed!
Embrace steals life from Aurekeli the halfling!
Embrace steals life from Edeleumidi the shalore!
Embrace hits Aurekeli the halfling for 16 light damage.
Embrace hits Edeleumidi the shalore for (26 to bones), 0 blight, 73 physical, 13 light (86 total damage).
Embrace is dazed!
Embrace is not dazed anymore.
Weakness Disease from Edeleumidi the shalore hits Embrace for 10 blight damage.
Edeleumidi the shalore casts Soul Rot.
Aurekeli the halfling uses Block.
Something hits Embrace for 67 blight damage.
Bone Spike hits Embrace for 5 physical damage.
Embrace uses her Yarisus!
Embrace is recovering from the damage!
Embrace is frozen to the ground!
Aurekeli the halfling tries to evade attacks.
Edeleumidi the shalore is not dazed anymore.
Aurekeli the halfling hits Embrace for 34 cold damage.
Embrace hits Edeleumidi the shalore for 98 physical damage.
Embrace hits Aurekeli the halfling for (52 blocked), 53 physical (53 total damage).
Edeleumidi the shalore's Soul Rot hits Embrace for 86 blight damage.
Weakness Disease from Edeleumidi the shalore hits Embrace for 19 blight damage.
Edeleumidi the shalore casts Bone Spear.
















































