












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 | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 22 / 76% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 22 on the 18th Steel 123rd year of Ascendancy at 05:25 / 1 |
Primary Stats
Strength | 69 (base 45) |
Dexterity | 21 (base 12) |
Constitution | 60 (base 51) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -358/951 |
Stamina | 190/240 |
Healing Factor | 1.3300507772247 |
Regeneration | 4.8780237065824 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Invisible | 9 |
Offense: Mainhand
Damage | 71 |
Accuracy | 51 |
Crit Chance | 10% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +24% |
Lightning | +6% |
Physical | +13% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Physical | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 35.089348373821 (81.151787968034%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 21 |
Physical Save | 47 |
Spell Save | 43 |
Mental Save | 23 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 30%( 70%) |
Physical | + 28%( 70%) |
Cold | + 43%( 70%) |
All | + 15%( 70%) |
Darkness | + 35%( 70%) |
Light | + 18%( 70%) |
Temporal | + 27%( 70%) |
Fire | + 46%( 70%) |
Lightning | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 20% |
Pinning Resistance | 33% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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: 13 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by hummerhorn. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed wretchling eyeball. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed vial of fire wyrm saliva. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +1 Changes stats: +2 Str Changes resistances: +3% lightning / +5% fire / +5% cold Changes damage: +6% lightning Only die when reaching: -40.00 life A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 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 | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +33 (+11 eff.) Changes stats: +2 Str Changes resistances: +15% physical / +9% fire / +12% darkness / +12% cold Changes damage: +11% darkness / +13% physical Psi each turn: +0.23 Maximum stamina: +30.00 Maximum hate: +5.00 Mindpower: +13 (+6 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Str / +3 Dex / +4 Cun Changes resistances: +8% blight Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Spell save: +10 (+3 eff.) 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 | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Cun / +6 Con Changes damage: +12% mind See invisible: +9 It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% cold / +11% temporal / +12% fire Spell save: +3 (+1 eff.) Disarm immunity: +20% Pinning immunity: +33% Stun/Freeze immunity: +20% Knockback immunity: +25% Light radius: +1 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +7 blight When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +5% physical Sharp, long, and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +3% lightning Changes resistances penetration: +5% nature / +15% lightning Stealth bonus: +6 Equilibrium when hit: +0.08 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 25.5 - 30.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +12 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 6 fire On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) Changes stats: +3 Str Changes resistances: +10% fire Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Defense: +16 (+6 eff.) Changes resistances: +3% acid / +10% cold Changes damage: +3% darkness 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: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +20 (+7 eff.) Fatigue: +22% Changes stats: +4 Str / +2 Wil Changes resistances: +10% blight / +3% temporal / +12% darkness / +3% light Stamina each turn: +1.00 Maximum stamina: +10.00 Light radius: +1 A suit of armour made of metal plates. |
Inventory
![]() 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. |
Achievements
By She'Is a Bonkee the Dwarf Bulwark level 12
18th Profit 122nd year of Ascendancy at 12:04 see stats
By She'Is a Bonkee the Dwarf Bulwark level 20
4th Loss 122nd year of Ascendancy at 21:43 see stats
By She'Is a Bonkee the Dwarf Bulwark level 19
30th Dearth 122nd year of Ascendancy at 11:42 see stats
By She'Is a Bonkee the Dwarf Bulwark level 10
1st Profit 122nd year of Ascendancy at 04:39 see stats
By She'Is a Bonkee the Dwarf Bulwark level 20
2nd Loss 122nd year of Ascendancy at 08:52 see stats
By She'Is a Bonkee the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 13:38 see stats
By She'Is a Bonkee the Dwarf Bulwark level 9
1st Acquisition 122nd year of Ascendancy at 06:35 see stats
By She'Is a Bonkee the Dwarf Bulwark level 15
4th Wealth 122nd year of Ascendancy at 23:36 see stats
By She'Is a Bonkee the Dwarf Bulwark level 22
25th Iron 123rd year of Ascendancy at 18:29 see stats
By She'Is a Bonkee the Dwarf Bulwark level 18
26th Dearth 122nd year of Ascendancy at 10:25 see stats
Log
Ran for 20 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: taken damage).
Spikes of Decrepitude hits She'Is a Bonkee for 26 cold, 24 darkness (50 total damage).
She'Is a Bonkee loses sight!
Bane of Blindness from Celia hits She'Is a Bonkee for 79 darkness damage.
Spikes of Decrepitude hits She'Is a Bonkee for 29 cold, 26 darkness (55 total damage).
Bane of Blindness from Celia hits She'Is a Bonkee for 79 darkness damage.
Spikes of Decrepitude hits She'Is a Bonkee for 26 cold, 24 darkness (50 total damage).
She'Is a Bonkee uses Resilience of the Dwarves.
She'Is a Bonkee's skin turns to stone.
Bane of Blindness from Celia hits She'Is a Bonkee for 72 darkness damage.
Spikes of Decrepitude hits She'Is a Bonkee for 33 cold, 33 cold (65 total damage).
She'Is a Bonkee is recovering from the damage!
Bane of Blindness from Celia hits She'Is a Bonkee for 121 cold damage.
She'Is a Bonkee uses Infusion: Wild.
She'Is a Bonkee lessens the pain.
She'Is a Bonkee uses Infusion: Regeneration.
She'Is a Bonkee starts regenerating health quickly.
Bane of Blindness from Celia hits She'Is a Bonkee for 106 cold damage.
She'Is a Bonkee feels death coming!
Spikes of Decrepitude hits She'Is a Bonkee for 35 cold, 35 cold (69 total damage).
Something hits She'Is a Bonkee for 338 cold, 338 cold (676 total damage).
She'Is a Bonkee the level 22 dwarf bulwark was frozen to death by Celia on level 2 of Last Hope Graveyard.