












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 21 / 78% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 21 on the 7th Iron 123rd year of Ascendancy at 04:39 / 1 |
Primary Stats
Strength | 53 (base 46) |
Dexterity | 8 (base 10) |
Constitution | 21 (base 11) |
Magic | 12 (base 10) |
Willpower | 47 (base 42) |
Cunning | 10 (base 10) |
Resources
Life | -30/771 |
Equilibrium | 24 |
Healing Factor | 1.094804467222 |
Regeneration | 9.1523199382186 |
Speed
Mental | +12.028637809585% |
Attack | +12.028637809585% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 76 |
Accuracy | 35 |
Crit Chance | 11% |
APR | 6 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 4% |
Speed | 0.89262890235236 |
Offense: Damage Bonus
Arcane | +3% |
Mind | +6% |
All | 0% |
Lightning | +20% |
Light | +6% |
Temporal | +15% |
Physical | +20% |
Darkness | +17% |
Fire | +6% |
Nature | +16% |
Offense: Damage Penetration
Darkness | +10% |
Acid | +15% |
Physical | +16% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 44.08934837382 (81.151787968034%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 38 |
Physical Save | 39 |
Spell Save | 31 |
Mental Save | 24 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 62%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 10%( 70%) |
Fire | + 10%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 54% |
Confusion Resistance | 44% |
Poison Resistance | 13% |
Blind Resistance | 10% |
Silence Resistance | 21% |
Bleed Resistance | 40% |
Disarm Resistance | 54% |
Instadeath Resistance | 100% |
Knockback Resistance | 42% |
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 240 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 482% 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 Cunning stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 failed to protect the injured seer from death by Wrathroot. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by Layeldassra the white worm mass. Escort: worried loremaster (level 2 of Scintillating Caves) | 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. 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 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed hummerhorn wing. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 2 cold / 2 temporal Changes resistances penetration: +5% cold Silence immunity: +21% Confusion immunity: +24% Stun/Freeze immunity: +21% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +2 Con Changes resistances: +9% temporal Disease immunity: +20% Disarm immunity: +10% Infravision radius: +1 A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+8 eff.) Fatigue: +3% Effects on melee hit: * 12% chance to reduce all saves and defense by 22 Damage (Melee): 15 mind / 19 darkness Changes damage: +3% arcane Physical save: +9 (+3 eff.) Mental save: -13 (-9 eff.) Cut immunity: +20% Confusion immunity: +20% Life regen: +4.00 Mindpower: +5 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes stats: +2 Wil Changes resistances: +12% acid Changes damage: +6% mind / +9% temporal Maximum psi: +30.00 It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +20% lightning / +3% acid Changes resistances penetration: +15% acid Changes damage: +10% lightning Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% blight / +7% nature / +20% lightning Changes damage: +10% lightning Poison immunity: +13% Disease immunity: +14% Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +3 Mag Changes resistances: +6% nature Changes resistances penetration: +10% darkness Changes damage: +17% darkness / +6% temporal / +6% light / +5% physical Spellpower: +3 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 48% Damage (Melee): +16 temporal / +12 darkness Damage against: +10% Living When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 8 arcane Changes stats: +5 Con Changes resistances: +5% arcane / +13% temporal Changes resistances penetration: +6% physical Disarm immunity: +22% Sharp, long, and deadly. |
Around waist | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +8% acid / +8% blight Changes resistances penetration: +5% physical Changes damage: +15% physical Critical mult.: +10.00% Cut immunity: +20% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 On weapon hit: * 11% chance to reduce armor by 13% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 4 acid Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +3 Str Changes resistances: +3% fire Changes resistances penetration: +5% physical Changes damage: +6% fire Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +5% acid / +6% physical / +6% cold / +5% lightning / +5% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +22% A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +6 (+2 eff.) Life regen: +2.00 Maximum life: +33.00 Amulets make your neck look great! |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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 Bofurious the Dwarf Wyrmic level 9
19th Profit 122nd year of Ascendancy at 12:26 see stats
By Bofurious the Dwarf Wyrmic level 10
30th Profit 122nd year of Ascendancy at 22:58 see stats
By Bofurious the Dwarf Wyrmic level 20
5th Loss 122nd year of Ascendancy at 03:38 see stats
By Bofurious the Dwarf Wyrmic level 17
28th Dearth 122nd year of Ascendancy at 06:54 see stats
By Bofurious the Dwarf Wyrmic level 5
17th Voratun 122nd year of Ascendancy at 18:43 see stats
By Bofurious the Dwarf Wyrmic level 8
28th Voratun 122nd year of Ascendancy at 17:28 see stats
By Bofurious the Dwarf Wyrmic level 18
32nd Dearth 122nd year of Ascendancy at 21:35 see stats
Log
Mad Archdruid's manaburn arcane area effect hits Ritch flamespitter for 0 arcane damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Bofurious for 161 fire damage.
Mad Archdruid rushes out!
Bofurious instinctively hardens his skin and ignores the attack!
Bofurious repels an attack from Mad Archdruid.
Mad Archdruid HEALS from nature damage!
Mad Archdruid HEALS from acid damage!
Mad Archdruid hits Bofurious for 6 mind, 3 lightning, 3 acid (12 total damage).
Melee retaliation hits Mad Archdruid for 4 acid, 1 healing, 2 temporal, 8 arcane, 2 nature, 19 cold (35 total damage) [1 healing].
Bofurious uses Infusion: Wild.
Bofurious lessens the pain.
Bofurious slows down.
Bofurious uses Lightning Speed.
Bofurious turns into pure lightning!
Mad Archdruid's manaburn arcane area effect hits Shadow for 16 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Mad Archdruid for 49 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Ritch flamespitter for 0 arcane damage.
Talent Swallow is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter hits Bofurious for 92 fire damage.
Mad Archdruid's manaburn arcane area effect hits Shadow for 0 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Mad Archdruid for 49 arcane damage.
Mad Archdruid's manaburn arcane area effect hits Ritch flamespitter for 0 arcane damage.
Bofurious the level 21 dwarf wyrmic was toasted to death by a ritch flamespitter on level 2 of Pikataclysm.