











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 | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 14 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by tara at level 14 on the 25th Dusk 122nd year of Ascendancy at 07:26 / 1 |
Primary Stats
| Strength | 48 (base 32) |
| Dexterity | 15 (base 12) |
| Constitution | 42 (base 37) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -109/558 |
| Stamina | 37/166 |
| Healing Factor | 1.433988003127 |
| Regeneration | 12.429158380819 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 42 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Lightning | +6% |
| Light | +12% |
| Temporal | +11% |
| Blight | +9% |
| Physical | +8% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +10% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 44.292304923968 (87.807182003187%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 28 |
| Physical Save | 36 |
| Spell Save | 41 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 14%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 17%( 70%) |
| Cold | + 18%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Confusion Resistance | 29% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 29% |
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: HealingUse 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 instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength 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 Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Equipment
| On feet | Rainquell (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +2 Str / +3 Con Changes resistances: +12% light / +6% cold Silence immunity: +29% Confusion immunity: +29% Stun/Freeze immunity: +21% Spellpower: +5 (+5 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | GlintoozerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 6 cold Changes damage: +3% light / +6% cold Maximum life: +40.00 Light radius: +4 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 | Drovon (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +3% temporal Disarm immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 146.9 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar hardened leather gloves of strength (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Damage (Melee): 5 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +6% cold 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. |
| Tool | Tempestzeal the iron torque of psionic shield [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% lightning Changes damage: +9% light / +6% lightning It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's steel ring of time (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +6 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 9/35) : Effective talent level: 2.0 Power cost: 35 out of 9/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 162 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Islyta the Duathelward (27-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 darkness / +4 light When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes resistances: +5% arcane One-handed war axes. |
| Around waist | Frigidserpent the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Str / +3 Dex / +3 Cun / +2 Con / +6 Lck Changes resistances: +3% light / +6% fire Changes resistances penetration: +10% cold Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +3 See invisible: +3 A belt that goes around your waist. |
| In off hand | Borufast the Pyrejam (0 def, 4 armour, 18-21 power, 40.5 block)Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 8% chance to reduce all saves and defense by 15 Effects when hit in melee: * 10% chance to reduce all saves and defense by 15 Changes resistances penetration: +10% fire Changes damage: +9% blight Talent granted: +1 Block Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
| Cloak | Salyyatta (16 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+8 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 Damage when hit (Melee): 4 acid / 2 blight Changes stats: +2 Wil Changes resistances: +3% cold Mental save: +6 (+3 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 | impenetrable iron mail armour of lightning resistance (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
Inventory
heroism infusion of the warrior (die at -339; dur 5; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -339 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 677 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level.steel waraxe (14-20 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By tara the Cornac Bulwark level 10
6th Flare 122nd year of Ascendancy at 21:28 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By tara the Cornac Bulwark level 7
2nd Mirth 122nd year of Ascendancy at 19:42 see stats
Log
tara receives 72 healing from Infusion: Healing.
Tara uses Infusion: Healing.
tara receives 179 healing from Infusion: Healing.
tara misses The Fragmented Essence of Harkor'Zun.
The Fragmented Essence of Harkor'Zun uses Pin Down.
The Fragmented Essence of Harkor'Zun is free from the illness.
The Fragmented Essence of Harkor'Zun hits tara for 6 acid damage.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 4 lightning, 2 blight, 6 cold, 3 acid (15 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 4 lightning, 2 blight, 6 cold, 3 acid (15 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 4 lightning, 2 blight, 6 cold, 3 acid (15 total damage).
The Fragmented Essence of Harkor'Zun hits tara for 6 acid damage.
The Fragmented Essence of Harkor'Zun hits tara for 6 acid damage.
Tara is pinned to the ground.
The Fragmented Essence of Harkor'Zun's Pin Down hits tara for 24 physical, 7 mind (31 total damage).
tara hits The Fragmented Essence of Harkor'Zun for 57 physical, 3 darkness, 4 light, 3 cold (66 total damage).
The Fragmented Essence of Harkor'Zun is less vulnerable.
The Fragmented Essence of Harkor'Zun uses Constrict.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 3 lightning, 2 blight, 5 cold, 3 acid (12 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 3 lightning, 2 blight, 5 cold, 3 acid (12 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 3 lightning, 2 blight, 5 cold, 3 acid (12 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 3 lightning, 2 blight, 5 cold, 3 acid (12 total damage).
The Fragmented Essence of Harkor'Zun hits tara for 6 acid damage.
The Fragmented Essence of Harkor'Zun hits tara for 6 acid damage.
The Fragmented Essence of Harkor'Zun hits tara for 6 acid damage.
The Fragmented Essence of Harkor'Zun hits tara for 6 acid damage.
Tara uses Block.
Tara has finished recovering.
tara the level 14 cornac bulwark suffocated to death on level 2 of Tempest Peak.



















































