











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 Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Bulwark |
| Level / Exp | 16 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Silyba the shivgoroth at level 11 on the 27th Haze 122nd year of Ascendancy at 12:53 0 / 6Killed by worm that walks at level 16 on the 74th Haze 122nd year of Ascendancy at 14:42 Killed by worm that walks at level 16 on the 74th Haze 122nd year of Ascendancy at 15:18 Killed by worm that walks at level 16 on the 74th Haze 122nd year of Ascendancy at 15:48 Killed by worm that walks at level 16 on the 75th Haze 122nd year of Ascendancy at 01:18 Killed by worm that walks at level 16 on the 75th Haze 122nd year of Ascendancy at 19:11 |
Primary Stats
| Strength | 38 (base 33) |
| Dexterity | 38 (base 23) |
| Constitution | 36 (base 24) |
| Magic | 11 (base 10) |
| Willpower | 19 (base 14) |
| Cunning | 18 (base 10) |
Resources
| Life | -65/738 |
| Stamina | 10/198 |
| Healing Factor | 1.1979202340233 |
| Regeneration | 9.1851096684559 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 20.155423598945 |
| See Invisible | 20.155423598945 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 42 |
| Crit Chance | 8% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Temporal | +9% |
| All | 0% |
| Cold | +24% |
| Nature | +9% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 48.089348373821 (81.151787968034%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 40 |
| Physical Save | 35 |
| Spell Save | 26 |
| Mental Save | 12 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 39%( 70%) |
| All | + 7%( 70%) |
| Physical | + 13%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 29%( 70%) |
| Lightning | + 15%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Strength stat. |
| 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: 4 physical, 5 temporal, 4 cold, 3 nature, 5 arcane |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by giant yellow ant. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed ice ant stinger. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of iron boots 'Frigidworth' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes stats: +1 Dex / +3 Con Changes resistances: +6% fire / +9% cold Changes damage: +9% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Arawen'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +3% mind Disease immunity: +10% Confusion immunity: +20% Maximum life: +41.00 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. |
| On head | iron helm (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Eremadas' (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning Changes stats: +2 Con Changes resistances: +8% lightning / +12% temporal / +6% blight Changes damage: +4% lightning Life regen: +4.00 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 | Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 18/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.01 cold and 9.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 2/60. This azure ring seems to be always moist to the touch. |
| On fingers | copper ring 'Ce'Naba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Mag Physical save: +3 (+2 eff.) Silence immunity: +20% Mana each turn: +0.10 Only die when reaching: -60.00 life Maximum stamina: +10.00 Rings make your fingers look great! |
| Around neck | Woespawner the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex / +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Amulets make your neck look great! |
| In main hand | Silylaith the stralite longsword (36-50 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage Shield penetration (this weapon only): +20% Damage (radius 2) on crit: +12 mind When wielded/worn: Equilibrium when hit: +0.08 Psi when hit: +0.12 Sharp, long, and deadly. |
| Around waist | nightruned rough leather belt of resiliencePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Maximum life: +31.00 A belt that goes around your waist. |
| In off hand | Puretide (0 def, 6 armour, 34-41 power, 80.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.5 - 41.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (radius 2) on crit: +4 mind When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +12% temporal Changes resistances penetration: +5% nature Changes damage: +9% nature / +9% temporal Talent granted: +1 Block Maximum life: +71.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
| Cloak | Elovea the Windwilter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 mind / 6 nature Changes resistances: +6% light / +3% darkness / +5% arcane Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel plate armour of stability (0 def, 17 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +17 Fatigue: +22% Changes resistances: +6% physical Physical save: +11 (+5 eff.) A suit of armour made of metal plates. |
Inventory
Bregovor the dwarven-steel gauntlets (10 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Fatigue: +3% Changes resistances: +12% acid / +6% light Changes resistances penetration: +20% physical Physical save: +3 (+2 eff.) Mental save: +7 (+7 eff.) Maximum life: +43.00 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. |
Frostshear (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +4.0% Armour: +2 Changes stats: +3 Str / +4 Dex Changes resistances penetration: +10% cold Physical save: +12 (+6 eff.) Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Emomina' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +2 Physical crit. chance: +5.0% Armour: +2 Changes stats: +3 Dex / +2 Con Physical save: +3 (+2 eff.) Life regen: +2.00 Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+9 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 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
Got a character to level 10.By Frederick the Thalore Bulwark level 10
3rd Flare 122nd year of Ascendancy at 08:37 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Frederick the Thalore Bulwark level 11
28th Haze 122nd year of Ascendancy at 03:19 see stats
The secret city
Discovered the truth about mages.By Frederick the Thalore Bulwark level 10
5th Flare 122nd year of Ascendancy at 18:13 see stats
Log
Frederick is afflicted by a terrible worm rot!
Frederick HEALS from nature damage!
Ruin hits Worm that walks for 10 healing, 10 healing (0 total damage) [21 healing].
Worm that walks hits Frederick for 4 blight, (7 to prism), 0 nature, 2 healing, 24 blight, 3 blight, (7 to prism), 0 cold, 24 blight (55 total damage) [2 healing].
Melee retaliation hits Worm that walks for 1 mind, 6 nature, 2 mind, 6 nature (15 total damage).
Frederick stops regenerating health quickly.
Frederick HEALS from acid damage!
Worm Rot from Worm that walks hits Frederick for 44 blight, 36 acid, 11 healing (79 total damage) [11 healing].
Acid Splash from Frederick hits Worm that walks for 0 acid damage.
Frederick brandishes Vargh Redemption, calling forth the might of the oceans!
Worm that walks is knocked back!
Frederick's tidal wave hits Worm that walks for 11 cold, 4 physical (15 total damage).
Worm that walks casts Drain.
Worm that walks hits Frederick for 205 blight damage.
Talent Assault is ready to use.
Frederick HEALS from acid damage!
Worm Rot from Worm that walks hits Frederick for 44 blight, 36 acid, 11 healing (79 total damage) [11 healing].
Worm that walks is free from the acid.
Worm that walks stops regenerating health quickly.
Frederick uses Block.
Worm that walks casts Epidemic.
Frederick is afflicted by an epidemic!
Frederick HEALS from acid damage!
Epidemic from Worm that walks hits Frederick for 58 blight damage.
Worm Rot from Worm that walks hits Frederick for (44 blocked), 0 blight, (36 blocked), 0 acid, 4 healing (0 total damage) [4 healing].
Frederick the level 16 thalore bulwark was tainted to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of Frederick!
Frederick is free from the worm rot.































































