












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 13 / 98% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 13 on the 5th Flare 122nd year of Ascendancy at 23:47 / 1 |
Primary Stats
Strength | 40 (base 35) |
Dexterity | 12 (base 12) |
Constitution | 35 (base 28) |
Magic | 12 (base 10) |
Willpower | 16 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 1/537 |
Stamina | 60/161 |
Healing Factor | 1.1916660017318 |
Regeneration | 1.4895825021647 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
Offense: Mainhand
Damage | 74 |
Accuracy | 42 |
Crit Chance | 7% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +11% |
Darkness | +11% |
Blight | +8% |
Physical | +5% |
Fire | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 35 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 25 |
Physical Save | 34 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 17%( 70%) |
Cold | + 20%( 70%) |
All | + 4%( 70%) |
Darkness | + 17%( 70%) |
Light | + 15%( 70%) |
Temporal | + 10%( 70%) |
Lightning | + 13%( 70%) |
Fire | + 34%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 30% |
Poison Resistance | 13% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 138 life over 5 turns. Its effects scale with your Willpower stat. |
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 mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 162 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Superiority | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
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 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
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 injured seer from death by white crystal. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by giant white ant. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 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 |
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 Possessed. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 78 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +5 physical Shots are used with slings to pummel your foes to death. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 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: Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +2 Wil Changes resistances: +6% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 41% * 20 arcane resource burn Damage (Melee): 8 physical Damage when hit (Melee): 2 nature Changes resistances: +6% blight / +6% temporal Changes damage: +5% physical 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 | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Spellpower: +5 (+4 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% blight / +9% nature / +20% acid Changes damage: +10% acid Poison immunity: +13% Disease immunity: +10% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +5 (+2 eff.) Life regen: +1.00 Maximum life: +30.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 cold When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +8 (+4 eff.) Changes resistances: +3% blight / +15% fire Changes damage: +3% blight / +6% fire Disarm immunity: +30% One-handed war axes. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +9% lightning / +6% nature / +3% darkness Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +11 fire / +11 light / +11 darkness When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 1 fire Changes stats: +1 Str / +2 Mag / +2 Cun Changes resistances: +10% fire / +11% light / +11% darkness Changes damage: +11% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold Spell save: +5 (+2 eff.) Mental save: +6 (+3 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: - 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: -0.20 Cunning / Stealth 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
![]() shatter afflictions rune of the duelist (absorb 55; cd 21) 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% light / +10% darkness Blindness immunity: +22% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% light / +12% darkness Blindness immunity: +28% Amulets make your neck look great! |
![]() acidic steel greatsword of massacre (34-55 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed swords. |
![]() steel longsword of persecution (14-20 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, long, and deadly. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 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% Blunt and deadly. |
![]() hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical power: +6 (+2 eff.) Armour: +2 Changes resistances: +5% blight Spell save: +10 (+5 eff.) 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% nature / +5% arcane Spell save: +9 (+4 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 2.00 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. |
![]() 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. |
![]() Coalsweep the pouch of iron shots (16/16, 14-17 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +11.0% Capacity: 16 On weapon hit: * 20% chance to reduce all saves and defense by 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +16 acid / +20 darkness Damage (radius 1) on hit: +12 mind Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
A carrion worm mass has spawned from worm that walks' wounds!
Carrion worm mass misses Athos.
Athos hits Worm that walks for 107 physical, 11 cold, 4 physical, 19 arcane (141 total damage).
Worm Rot from Worm that walks hits Athos for 35 blight, 27 acid (61 total damage).
Rotting Disease from Carrion worm mass hits Athos for 15 blight damage.
Worm that walks casts Acid Strike.
Worm that walks misses Athos.
Worm that walks misses Athos.
Worm that walks HEALS from blight damage!
Melee retaliation hits Worm that walks for 1 fire, 2 nature, 0 blight, 6 healing, 1 fire, 2 nature, 0 blight, 6 healing (7 total damage) [12 healing].
Worm that walks hits Athos for 14 acid, 6 temporal, 21 blight, 6 fire, 83 acid, 11 blight, 21 blight (161 total damage).
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
Athos uses Repulsion.
Carrion worm mass is dazed!
Carrion worm mass is dazed!
Athos hits Carrion worm mass for 41 physical, 31 fire, 21 light, 21 darkness, 7 physical, 0 arcane (122 total damage).
Athos hits Worm that walks for 45 physical, 24 fire, 17 light, 17 darkness, 6 physical, 28 arcane (137 total damage).
Athos hits Carrion worm mass for 44 physical, 31 fire, 21 light, 21 darkness, 7 physical, 0 arcane (125 total damage).
Carrion worm mass uses Multiply.
Worm Rot from Worm that walks hits Athos for 35 blight, 27 acid (61 total damage).
Rotting Disease from Carrion worm mass hits Athos for 7 blight damage.
Worm that walks uses Blindside.
Worm that walks HEALS from blight damage!
Melee retaliation hits Worm that walks for 1 fire, 2 nature, 0 blight, 6 healing, 1 fire, 2 nature, 0 blight, 6 healing (7 total damage) [12 healing].
Worm that walks hits Athos for 21 physical, 18 blight (38 total damage).
Worm that walks receives 8 healing from Ruin.
Athos the level 13 cornac bulwark was diseased to death by a worm that walks on level 3 of Old Forest.
A carrion worm mass bursts out of Athos!
Athos is free from the worm rot.