











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 | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 40 / 57% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 100 (base 46) |
| Dexterity | 14 (base 16) |
| Constitution | 63 (base 60) |
| Magic | 8 (base 10) |
| Willpower | 64 (base 47) |
| Cunning | 10 (base 10) |
Resources
| Life | 1690/1690 |
| Stamina | 274/274 |
| Healing Factor | 1.344619213451 |
| Regeneration | 4.9314541308163 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 149 |
| Accuracy | 45 |
| Crit Chance | 3% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +11% |
| Darkness | +9% |
Defense: Base
| Armour (hardiness) | 72.645107256914 (96.438666929426%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 40 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Darkness | + 43%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 25%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Confusion Resistance | 21% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 4 times. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 110.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shattering Impact |
| talent | Shield Wall |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | traveler's pair of iron boots of tirelessness (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: -3% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp of clarityInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+3 eff.) Light radius: +4 See stealth: +5 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's iron helm (5 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +5% Changes resistances: +3% all Physical save: +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | quick dragonbone wand of conjuration [power 305] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 305 acid damage Activation puts all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -4% Maximum encumbrance: +25 Spellpower: +6 (+6 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | psionicist's gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +11 (+4 eff.) Confusion immunity: +21% Rings make your fingers look great! |
| Around neck | gold amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 9 light / 7 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 20% * 11% chance to blind Changes damage: +11% light / +9% darkness Amulets make your neck look great! |
| In main hand | balanced voratun mace of amnesia (44-62 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +32% Blunt and deadly. |
| Around waist | drakeskin leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil Mental save: +14 (+5 eff.) Maximum life: +90.00 A belt that goes around your waist. |
| In off hand | windwalling stralite shield (0 def, 8 armour, 44-53 power, 149.5 block)Requires: - Shield usage training - Strength 35 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.0 - 52.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +150 Damage (Melee): +18 physical When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +11% physical Talent granted: +1 Block Slows Projectiles: +12% Bonus block near projectiles: +56 Handheld deflection devices. |
| Cloak | enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant voratun plate armour of the deep (0 def, 20 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Fatigue: +22% Changes stats: +5 Wil Changes resistances: +25% blight / +9% cold / +30% darkness / +14% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of metal plates. |
Inventory
Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
rough leather sling of flare (1/1)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 It can be used to activate talent Flare (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 8 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. Slings are used to hurl stones or metal shots at your foes. |
shimmering elm magestaff of fate (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.14 Maximum mana: +34.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% light / +6% darkness Maximum encumbrance: +22 A belt that goes around your waist. |
enlightening voratun plate armour (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +7 Cun / +6 Wil Mental save: +14 (+5 eff.) A suit of armour made of metal plates. |
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. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
piercing dragonbone wand of conjuration [power 430] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 430 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Toby the Dwarf Bulwark level 16
18th Voratun 122nd year of Ascendancy at 03:43 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Toby the Dwarf Bulwark level 34
21st Voratun 122nd year of Ascendancy at 20:33 see stats
Level 10 (Roguelike)
Got a character to level 10.By Toby the Dwarf Bulwark level 10
17th Voratun 122nd year of Ascendancy at 06:16 see stats
Level 20 (Roguelike)
Got a character to level 20.By Toby the Dwarf Bulwark level 20
18th Voratun 122nd year of Ascendancy at 23:28 see stats
Level 30 (Roguelike)
Got a character to level 30.By Toby the Dwarf Bulwark level 30
20th Voratun 122nd year of Ascendancy at 22:16 see stats
Level 40 (Roguelike)
Got a character to level 40.By Toby the Dwarf Bulwark level 40
23rd Voratun 122nd year of Ascendancy at 05:16 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Toby the Dwarf Bulwark level 39
23rd Voratun 122nd year of Ascendancy at 05:16 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Toby the Dwarf Bulwark level 35
22nd Voratun 122nd year of Ascendancy at 03:47 see stats
Log
Toby killed Rej Arkatis!
Toby's storm dissipates.
Talent Block is ready to use.
Toby deactivates True Grit.
Toby deactivates Daunting Presence.
Toby activates Daunting Presence.
Toby deactivates Shattering Impact.
Toby activates Shattering Impact.
Toby deactivates Shield Wall.
Toby activates Shield Wall.
Toby's adrenaline surge has come to an end.
Talent Shattering Shout is ready to use.
Talent Assault is ready to use.
Talent Resilience of the Dwarves is ready to use.
Resting starts...
Talent Juggernaut is ready to use.
Talent Bleeding Edge is ready to use.
Talent Rune: Stormshield is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Talent Adrenaline Surge is ready to use.
Talent Second Wind is ready to use.
Talent Battle Shout is ready to use.



































































