Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 7 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 26 (base 26) |
| Dexterity | 12 (base 12) |
| Constitution | 18 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 140/219 |
| Mana | 124/124 |
| Stamina | 113/118 |
| Healing Factor | 1.4 |
| Regeneration | 0.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 48 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 18.56 (82%) |
| Defense | 2.7 |
| Ranged Defense | 2.7 |
| Fatigue | 12 |
| Physical Save | 27.448585177587 |
| Spell Save | 8.6598981029591 |
| Mental Save | 7.9045175289792 |
Defense: Resistances
| Temporal | + 18%(100%) |
| All | + 12%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Its effects scale with your Strength stat. |
Class Talents
| Golem / Fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Golem / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is surrounded by a magical shield, absorbing 100/100 damage before it crumbles. Damage Shield |
Quests
Equipment
| Main armor | Mardogorn (2 def, 4 armour) Mardogorn (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +6 Con Physical save: +18 A suit of armour made of mail. |
| In main hand | Newly picked up acidic steel greatmaul (27.5-41.25 power, 2 apr)acidic steel greatmaul (27.5-41.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid Massive two-handed maul. |
Inventory
Erelodunathel ErelodunathelInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +12% acid Rings can have magical properties. |
Newly picked up Brandshear (0 def, 1 armour)Brandshear (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 4 fire Changes damage: +6% light Metal gloves protecting the hands up to the middle of the lower arm. |
Cobrasin (2 def, 4 armour) Cobrasin (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer is hit: 20 darkness Changes resistances penetration: +10% nature Changes damage: +9% nature A suit of armour made of mail. |
cleansing steel plate armour of resilience (4 def, 9 armour) cleansing steel plate armour of resilience (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +13% nature / +10% blight Maximum life: +24.00 A suit of armour made of metal plates. |
Achievements
Log
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: taken damage).
Mobtown is encased in ice!
The Shade hits mobtown for 114 cold damage.
Mobtown casts Rune: Shielding.
A shield forms around mobtown.
Mobtown misses mobtown.
Golem (servant of mobtown) uses Taunt.
Golem (servant of mobtown) provokes The Shade to attack it.
The Shade hits golem (servant of mobtown) for 80 arcane damage.
The Shade hits mobtown for 0 arcane damage.
Mobtown misses mobtown.
Golem (servant of mobtown) casts Rune: Shielding.
A shield forms around golem (servant of mobtown).
Your shield crumbles under the damage!
The shield around mobtown crumbles.
Golem (servant of mobtown) hits mobtown for 31 physical, 4 acid damage (total 34.00).
Mobtown hits Iceblock for 4 light damage.
Mobtown hits Iceblock for 38 fire damage.
Mobtown hits Iceblock for 4 light damage.
Character control switched to golem (servant of mobtown).
Golem (servant of mobtown) hits mobtown for 45 physical damage.
Golem (servant of mobtown) killed mobtown!
Mobtown hits Iceblock for 4 light damage.
