Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 13 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Rat Lich at level 8 on the 6th Profit 122nd year of Ascendancy at 09:11 0 / 5Killed by Rat Lich at level 9 on the 8th Profit 122nd year of Ascendancy at 00:39 Killed by poison ooze at level 12 on the 27th Profit 122nd year of Ascendancy at 20:48 Killed by poison ooze at level 12 on the 27th Profit 122nd year of Ascendancy at 22:25 Killed by Fliee the human at level 13 on the 41st Profit 122nd year of Ascendancy at 19:30 |
Primary Stats
| Strength | 50 (base 39) |
| Dexterity | 15 (base 15) |
| Constitution | 35 (base 27) |
| Magic | 14 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 0/436 |
| Stamina | 35/131 |
| Healing Factor | 1.0921670140323 |
| Regeneration | 34.261279230193 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 31 |
| Crit Chance | 2% |
| APR | 9 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +4% |
| All | 0% |
| Blight | +4% |
| Physical | -10% |
| Mind | +3% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 68.6 (95%) |
| Defense | 31.075 |
| Ranged Defense | 35.075 |
| Fatigue | 26 |
| Physical Save | 30.875 |
| Spell Save | 24.95 |
| Mental Save | 21.6 |
Defense: Resistances
| Light | + 37%( 70%) |
| Mind | + 29%( 70%) |
| Blight | + 30%( 70%) |
| Fire | + 33%( 70%) |
| Cold | + 37%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 65% |
| Teleport Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 196 life. Its effects scale with your Strength stat. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is on fire, taking 18.41 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 9%. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 27.60 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression |
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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
Equipment
| On feet | pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | psychic's iron gauntlets of magic (+3) (0 def, 1 armour) psychic's iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Damage when the wearer hits(melee): 5 mind Changes resistances: +5% mind Changes damage: +3% mind / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
| On fingers | wizard's steel ring of sensing wizard's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Blindness immunity: +20% See stealth: +6 See invisible: +5 Rings can have magical properties. |
| Around neck | Shinemortal ShinemortalPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer is hit: 20 light Changes resistances: +6% blight / +9% light Amulets can have magical properties. |
| In main hand | quick dwarven-steel mace (24.5-34.3 power, 4 apr) quick dwarven-steel mace (24.5-34.3 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 90% When wielded/worn: Accuracy: +7 Changes stats: +2 Dex Blunt and deadly. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | coruscating steel shield of gloom (6 def, 2 armour, 12 dam, 42 block) coruscating steel shield of gloom (6 def, 2 armour, 12 dam, 42 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic 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 Physical crit. chance: +3.0% Block value: +42 Damage when this weapon hits: +11 % chance to cause a gloom effect / +12 fire When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +2 Str Damage when the wearer is hit: 12 % chance to cause a gloom effect / 12 fire Changes resistances: +10% fire Talent granted: +2 Block Handheld deflection devices |
| Cloak | Breezebile the cashmere cloak (10 def, 7 armour) Breezebile the cashmere cloak (10 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +10 Changes stats: +2 Cun / +3 Wil Damage when the wearer hits(melee): 2 arcane Changes resistances: +16% cold Changes damage: +6% nature Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lisuselraba (6 def, 12 armour) Lisuselraba (6 def, 12 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: +12 Defense: +6 Fatigue: +12% Changes resistances: +6% light Teleport immunity: +10% A suit of armour made of mail. |
Inventory
Newly picked up quick iron battleaxe of gravity (8.5-12.75 power, 1 apr)quick iron battleaxe of gravity (8.5-12.75 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 8.5 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 90% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +9 gravity When wielded/worn: Accuracy: +8 Changes stats: +2 Dex Changes damage: +8% physical Massive two-handed battleaxes. |
Newly picked up cruel elm starstaff of illumination (10-12 power, 2 apr, darkness damage)cruel elm starstaff of illumination (10-12 power, 2 apr, darkness damage) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +1% Light radius: +1 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 45.80 light damage. Staves designed for wielders of magic, by the greats of the art. |
Newly picked up slimy linen robe of lightning (+16%) (0 def, 0 armour)slimy linen robe of lightning (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when the wearer is hit: 4 slime Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
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, costing 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. |
Achievements
Level 10
Got a character to level 10.By Grujar the Dwarf Bulwark level 10
10th Profit 122nd year of Ascendancy at 01:27 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Grujar the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 11:18 see stats
The secret city
Discovered the truth about mages.By Grujar the Dwarf Bulwark level 10
12nd Profit 122nd year of Ascendancy at 16:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grujar the Dwarf Bulwark level 13
30th Profit 122nd year of Ascendancy at 06:24 see stats
Log
Grujar is recovering from the damage!
Grujar is on fire!
Achon the human hits Grujar for 47 fire damage.
Grujar uses Infusion: Wild.
Grujar stops burning.
Grujar is cured!
Grujar lessens the pain.
Grujar is confused and fails to use Infusion: Regeneration.
Fliee the human casts Searing Light.
Fliee the human's spell attains critical power!
Fliee the human hits Grujar for 71 light damage.
Fliee the human hits Grujar for 22 light damage.
Grujar uses Infusion: Regeneration.
Grujar starts regenerating health quickly.
Fliee the human misses Grujar.
Talent Rush is ready to use.
Fliee the human hits Grujar for 22 light damage.
Grujar is confused and fails to use Shield Pummel.
Fliee the human casts Moonlight Ray.
Fliee the human hits Grujar for 80 darkness damage.
Grujar seems more focused.
Achon the human casts Flame.
Grujar is on fire!
Achon the human hits Grujar for 38 fire damage.
Saving done.
Saving done.
Saving game...
