












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 | Stone Warden |
| Level / Exp | 8 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Dwdadi the thalore at level 5 on the 41st Profit 122nd year of Ascendancy at 13:29 / 2Killed by Forest Troll Hedge-Wizard at level 8 on the 5th Wealth 122nd year of Ascendancy at 08:13 |
Primary Stats
| Strength | 22 (base 18) |
| Dexterity | 10 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 20 (base 22) |
| Willpower | 26 (base 23) |
| Cunning | 13 (base 10) |
Resources
| Life | -1/307 |
| Mana | 30/222 |
| Equilibrium | 30 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 0.26150778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 22.54677130326 |
| See Invisible | 22.54677130326 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 28 |
| Crit Chance | 3% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 28 |
| Crit Chance | 3% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Cold | +11% |
Defense: Base
| Armour (hardiness) | 34.551211628464 (73.607947236566%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 31 |
| Physical Save | 23 |
| Spell Save | 16 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 5%( 70%) |
| Cold | + 35%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 5%( 70%) |
| Fire | + 20%( 70%) |
| Lightning | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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: 14 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: 12 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. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | 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. | 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 | grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +13.00 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 of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +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 | rough leather cap 'Duathelcrack' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 13% * 20% chance to reduce armor by 22% Changes resistances: +9% acid / +3% cold Physical save: +10 (+5 eff.) A cap made of leather. |
| Tool | iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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 main hand | iron shield of acid resistance (+16%) (0 def, 2 armour, 8-10 power, 19.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% acid Talent granted: +1 Block Handheld deflection devices. |
| On hands | blighted rough leather gloves of archery (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 5 blight Changes stats: +3 Cun / +2 Dex Changes resistances: +5% blight Changes damage: +3% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | iron shield (0 def, 2 armour, 10-11 power, 21.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic iron plate armour of fire resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +15% fire / +11% light / +10% darkness A suit of armour made of metal plates. |
Inventory
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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
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. |
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. |
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. |
Achievements
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Weel the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 23:49 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Weel the Dwarf Stone Warden level 5
30th Profit 122nd year of Ascendancy at 04:46 see stats
Unstoppable (Roguelike)
Returned from the dead.By Weel the Dwarf Stone Warden level 5
41st Profit 122nd year of Ascendancy at 13:29 see stats
Log
Weel casts Pulverizing Auger.
Weel hits Forest Troll Hedge-Wizard for 55 physical damage.
Forest Troll Hedge-Wizard's Manathrust hits Weel for (13 flat reduction), 64 arcane (64 total damage).
Stone Vine from Weel hits Forest Troll Hedge-Wizard for 11 nature, 14 arcane (25 total damage).
Stone Vine from Weel hits Forest Troll Hedge-Wizard for 11 nature, 14 arcane (25 total damage).
Talent Pulverizing Auger is ready to use.
Stone Vine from Weel hits Forest Troll Hedge-Wizard for 11 nature, 14 arcane (25 total damage).
Stone Vine from Weel hits Forest Troll Hedge-Wizard for 11 nature, 14 arcane (25 total damage).
Weel casts Eldritch Blow.
Forest Troll Hedge-Wizard is stunned!
Weel uses Block.
Weel hits Forest Troll Hedge-Wizard for 56 arcane, 8 blight, 11 arcane, 50 arcane, 8 blight, 11 arcane (145 total damage).
Forest Troll Hedge-Wizard is free from the stone vine.
Forest Troll Hedge-Wizard casts Rune: Reflection Shield.
A shield forms around Forest Troll Hedge-Wizard.
Weel is recovering from the damage!
Forest Troll Hedge-Wizard is seized by a stone vine.
Forest Troll Hedge-Wizard reflects damage back to Weel!
Weel hits Forest Troll Hedge-Wizard for (28 absorbed), 0 physical, (8 absorbed), 0 blight, (11 absorbed), 0 arcane, (31 absorbed), 0 physical, (8 absorbed), 0 blight, (11 absorbed), 0 arcane (0 total damage).
Melee retaliation hits Forest Troll Hedge-Wizard for (5 absorbed), 0 arcane, (16 absorbed), 0 fire (0 total damage).
Forest Troll Hedge-Wizard hits Weel for 28 reflected, 8 reflected, 11 reflected, 31 reflected, 8 reflected, 11 reflected, (1 blocked), 0 physical, 5 reflected, 16 reflected (120 total damage).
Forest Troll Hedge-Wizard reflects damage back to Weel!
Stone Vine from Weel hits Forest Troll Hedge-Wizard for (11 absorbed), 0 nature, (14 absorbed), 0 arcane (0 total damage).
Forest Troll Hedge-Wizard hits Weel for 11 reflected, 14 reflected (25 total damage).























































