Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 35 / 1% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 69 (base 60) |
| Dexterity | 13 (base 12) |
| Constitution | 67 (base 60) |
| Magic | 8 (base 10) |
| Willpower | 27 (base 22) |
| Cunning | 16 (base 10) |
Resources
| Life | 1212/1212 |
| Stamina | 226/226 |
| Healing Factor | 1 |
| Regeneration | 5.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.65 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Temporal | +12% |
| Acid | +9% |
| Physical | -10% |
| Fire | +17% |
| Cold | +4% |
Defense: Base
| Armour (hardiness) | 68.58 (95%) |
| Defense | 35.465 |
| Ranged Defense | 37.465 |
| Fatigue | 24 |
| Physical Save | 42.920196078431 |
| Spell Save | 41.136862745098 |
| Mental Save | 16.210588235294 |
Defense: Resistances
| Lightning | + 51%( 70%) |
| Acid | + 36%( 70%) |
| Nature | + 32%( 70%) |
| Blight | + 32%( 70%) |
| Fire | + 59%( 70%) |
| Cold | + 21%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Knockback Resistance | 65% |
| Stun Resistance | 65% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 509 life. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 311 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 10 turns. Also while Heroism is active, you will only die when reaching -301 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield Wall |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | miner's pair of iron boots of tirelessness (0 def, 8 armour) miner's pair of iron boots of tirelessness (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | corrosive rough leather gloves (0 def, 1 armour) corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 acid Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | insulating dwarven-steel helm of knowledge (0 def, 4 armour) insulating dwarven-steel helm of knowledge (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Cun / +2 Wil Changes resistances: +8% fire / +7% cold Mindpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | defiled yew wand of lightning [power 171] (6 cooldown) defiled yew wand of lightning [power 171] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a beam of lightning (dam 57-171), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 7 vim. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's steel ring of lightning (+22%) rogue's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
| On fingers | mule's steel ring of fire (+24%) mule's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +23 Rings can have magical properties. |
| Around neck | archmage's steel amulet archmage's steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes damage: +5% fire / +4% cold / +4% lightning / +5% acid Spellpower: +3 Spell crit. chance: +3% Amulets can have magical properties. |
| In main hand | Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% to slow target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Creates a wake of temporal energy that deals 31.56 damage in a beam, as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns. Each target you hit with Rethread will reduce your Paradox by 2. The damage will increase with your Paradox and Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
| In off hand | iron shield (4 def, 2 armour, 9 dam, 21 block) iron shield (4 def, 2 armour, 9 dam, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
| Main armor | Scale Mail of Kroltar (10 def, 14 armour) Scale Mail of Kroltar (10 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 18.77 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
invisibility rune (power 11 for 11 turns) invisibility rune (power 11 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 11) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot heal or regen life while invisible. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wizard's frozen spear rune (248 cold damage) wizard's frozen spear rune (248 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 247.94 cold damage with a chance to freeze the target. Its effects scale with your Magic 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 ability. |
warrior's gold ring of light (+24%) warrior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
plaguebringer's dwarven-steel battleaxe of corruption (30-45 power, 2 apr) plaguebringer's dwarven-steel battleaxe of corruption (30-45 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +9 darkness / +30 blight When wielded/worn: Disease immunity: +23% Massive two-handed battleaxes. |
Newly picked up blazebringer's deep-steel trident of gravity (29-46.4 power, 10 apr)blazebringer's deep-steel trident of gravity (29-46.4 power, 10 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.0 - 46.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +14 gravity Damage conversion: 48% fire When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +9% physical Global speed: +4% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked up blue-steel trident of nature (11.5-18.4 power, 8 apr)blue-steel trident of nature (11.5-18.4 power, 8 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 11.5 - 18.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% Damage conversion: 36% nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +10% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
searing voratun plate armour of Eyal (9 def, 16 armour) searing voratun plate armour of Eyal (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when the wearer hits(melee): 15 fire / 12 acid Damage when the wearer is hit: 10 fire / 15 acid Life regen: +1.50 Maximum life: +59.00 Healing mod.: +22% A suit of armour made of metal plates. |
239 alchemist agate 239 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Newly picked up warded elm totem of cure illness [power 1] (20 cooldown)warded elm totem of cure illness [power 1] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Maximum wards: +2 nature / +2 acid / +1 light Talent granted: +1 Ward It can be used to removes up to 1 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
shadowy yew wand of illumination [power 8] (5 cooldown) shadowy yew wand of illumination [power 8] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to light the area (rad 8), placing all other charms into a 5 cooldown. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void yew wand of lightning [power 156] (6 cooldown) void yew wand of lightning [power 156] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +1 Void Blast It can be used to fire a beam of lightning (dam 52-156), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of conjuration [power 140] (6 cooldown) warded elven-wood wand of conjuration [power 140] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 fire / +2 cold / +2 lightning / +3 blight / +3 temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 70-140), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Odrox the Dwarf Bulwark level 16
18th Voratun 122nd year of Ascendancy at 00:46 see stats
Arena Battler 50
Got to wave 50 in the arena.By Odrox the Dwarf Bulwark level 30
21st Voratun 122nd year of Ascendancy at 09:58 see stats
Level 10
Got a character to level 10.By Odrox the Dwarf Bulwark level 10
17th Voratun 122nd year of Ascendancy at 03:48 see stats
Level 20
Got a character to level 20.By Odrox the Dwarf Bulwark level 20
18th Voratun 122nd year of Ascendancy at 19:08 see stats
Level 30
Got a character to level 30.By Odrox the Dwarf Bulwark level 30
21st Voratun 122nd year of Ascendancy at 06:38 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Odrox the Dwarf Bulwark level 34
22nd Voratun 122nd year of Ascendancy at 18:56 see stats
Log
Talent Assault is ready to use.
Odrox picks up (h.): warded elm totem of cure illness [power 1] (20 cooldown).
There is an item here: blue-steel trident of nature (11.5-18.4 power, 8 apr)
There is an item here: blazebringer's deep-steel trident of gravity (29-46.4 power, 10 apr)
Odrox picks up (e.): blazebringer's deep-steel trident of gravity (29-46.4 power, 10 apr).
Odrox picks up (f.): blue-steel trident of nature (11.5-18.4 power, 8 apr).
Talent Shield Pummel is ready to use.
Resting starts...
Talent Resilience of the Dwarves is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
There is no way out of this level here.
There is no way out of this level here.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Odrox deactivates Shield Wall.
Odrox activates Shield Wall.
