











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 13 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 13 on the 17th Profit 122nd year of Ascendancy at 04:25 / 1 |
Primary Stats
| Strength | 45 (base 39) |
| Dexterity | 11 (base 12) |
| Constitution | 32 (base 27) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -54/517 |
| Stamina | 98/114 |
| Healing Factor | 1.2724420161895 |
| Regeneration | 11.637948679103 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 21 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Acid | +11% |
| Light | +10% |
| Darkness | +6% |
| Blight | +8% |
| Cold | +12% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 45.387503114833 (81.151787968034%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 32 |
| Physical Save | 22 |
| Spell Save | 43 |
| Mental Save | 4 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 39%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 32%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 20% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 71% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 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: 14 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: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 darkness, 4 physical, 4 nature, 4 mind |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's armour and saves are broken, reducing them by 7. Sunder Armour |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You failed to protect the injured seer from death by deformed giant venus flytrap. Escort: injured seer (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by greater shivgoroth. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by deformed giant venus flytrap. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
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 |
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. | active |
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 |
Equipment
| On feet | pair of iron boots 'Rootpain' (25 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +25 (+10 eff.) Fatigue: +2% Changes resistances: +9% lightning / +6% temporal Teleport immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Flowersear the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Con Changes resistances: +9% light / +3% nature / +5% arcane Changes damage: +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Frostknight the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Changes resistances: +15% acid / +5% fire Changes damage: +4% fire / +12% cold 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 | Yvorada the Heatgrit [power 116] (3/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +5% fire Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+5 eff.) It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | pixie's copper ring of corrosion (+22%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +22% acid Changes damage: +11% acid Spellpower: +5 (+3 eff.) Rings make your fingers look great! |
| Around neck | stabilizing copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
| 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 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. |
| Around waist | VoidmarkInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 23% * 10% chance to reduce damage dealt by 13% Damage when hit (Melee): 2 darkness Changes resistances: +3% acid / +9% darkness Changes damage: +6% darkness Physical save: +5 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Willowsmash the linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Dex / +1 Mag / +3 Cun Changes resistances: +11% cold Changes resistances penetration: +15% nature Changes damage: +3% nature Reduces incoming crit damage: 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Amuthel the iron mail armour (12 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +12 (+6 eff.) Fatigue: +12% Changes resistances: +16% lightning / +5% arcane Mindpower: +5 (+2 eff.) Mental crit. chance: +3% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.mossy mindstar of sand (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 physical Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +5% physical Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zuntir (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +9% cold / +5% arcane / +3% light Physical save: +9 (+5 eff.) Spell save: +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gorolahad the pair of iron boots (10 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Dex Changes resistances: +6% cold / +5% fire Spell crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayura the Frigidraven (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes resistances: +6% mind / +12% cold Changes damage: +3% mind 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. |
Shinedeath (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% light / +16% cold Changes resistances penetration: +10% mind / +15% cold Changes damage: +11% cold Equilibrium when hit: +0.08 Mental crit. chance: +1% Light radius: +1 A pointy cloth hat, very wizardly... |
Aerosebeth (7 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Fatigue: +12% Changes resistances: +3% acid / +16% fire / +3% nature / +6% temporal A suit of armour made of mail. |
2 agate0.00 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
5 spinel0.00 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
4 ametrine0.00 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. |
2 citrine0.00 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. |
zircon0.00 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Auborne Dobravic the Dwarf Bulwark level 10
2nd Acquisition 122nd year of Ascendancy at 22:31 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Auborne Dobravic the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 11:38 see stats
Log
Auborne Dobravic uses Infusion: Healing.
Auborne Dobravic receives 64 healing from Infusion: Healing.
Auborne Dobravic uses Infusion: Wild.
Auborne Dobravic is not stunned anymore.
Auborne Dobravic is cured!
Auborne Dobravic lessens the pain.
Auborne Dobravic steals life from Bill the Stone Troll!
Auborne Dobravic hits Bill the Stone Troll for 9 blight, 22 physical, 16 light, 6 fire (53 total damage).
Bill the Stone Troll hits Auborne Dobravic for 103 physical, 5 healing (103 total damage) [5 healing].
Melee retaliation hits Bill the Stone Troll for 10 blight, 2 darkness (12 total damage).
Talent Block is ready to use.
Talent Rune: Prismatic is ready to use.
Talent Infusion: Regeneration is ready to use.
Bill the Stone Troll aims less carefully.
Auborne Dobravic steals life from Bill the Stone Troll!
Auborne Dobravic hits Bill the Stone Troll for 8 blight, 19 physical, 16 light, 6 fire (49 total damage).
Talent Shield Pummel is ready to use.
Bill the Stone Troll hits Auborne Dobravic for 80 physical, 5 healing (80 total damage) [5 healing].
Melee retaliation hits Bill the Stone Troll for 10 blight, 2 darkness (12 total damage).
Auborne Dobravic uses Shield Pummel.
Auborne Dobravic misses Bill the Stone Troll.
Auborne Dobravic hits Bill the Stone Troll for 52 physical, 12 cold, 17 light, 6 fire (87 total damage).
Bill the Stone Troll uses Shattering Blow.
Bill the Stone Troll hits Auborne Dobravic for 119 physical, 5 healing (119 total damage) [5 healing].
Melee retaliation hits Bill the Stone Troll for 10 blight, 2 darkness (12 total damage).
Auborne Dobravic wears (replacing Tooth of the Mouth (dig speed 12 turns)): Yvorada the Heatgrit [power 116] (20 cooldown).

























































