











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 17 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 2 on the 76th Pyre 122nd year of Ascendancy at 01:21 0 / 6Killed by skeleton magus at level 2 on the 76th Pyre 122nd year of Ascendancy at 01:35 Killed by The First at level 15 on the 7th Allure 123rd year of Ascendancy at 06:25 Killed by The First at level 17 on the 8th Allure 123rd year of Ascendancy at 05:52 Killed by The First at level 17 on the 8th Allure 123rd year of Ascendancy at 08:13 Killed by Ividhegamina the oozing horror at level 17 on the 10th Regrowth 123rd year of Ascendancy at 16:08 |
Primary Stats
| Strength | 52 (base 42) |
| Dexterity | 25 (base 22) |
| Constitution | 33 (base 25) |
| Magic | 20 (base 12) |
| Willpower | 17 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | 0/617 |
| Mana | 0/291 |
| Stamina | 115/116 |
| Healing Factor | 1.6289294477287 |
| Regeneration | 22.416181630886 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 18.703251193202 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 36 |
| Crit Chance | 2% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +20% |
| Lightning | +10% |
| Nature | +8% |
| Darkness | +6% |
| Blight | +6% |
| Arcane | +5% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 71.695327124502 (87.807182003187%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 23 |
| Physical Save | 42 |
| Spell Save | 38 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 22%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 31%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 7%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 86% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 177 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 533% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 101 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| detrimental effect | The target is on fire, taking 35.61 fire damage per turn. Burning |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
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 Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution 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 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 |
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 |
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 vial of wight ectoplasm. * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within | active |
Equipment
| On feet | Bethonor (10 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Defense: +10 (+5 eff.) Changes resistances: +3% darkness Spell save: +6 (+2 eff.) Knockback immunity: +20% Life regen: +4.00 Infravision radius: +1 A pair of boots made of leather. |
| Light source | Deepsripper the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness / 8 cold Changes stats: +2 Str / +1 Mag Changes damage: +6% darkness Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +12% 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 | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.61 to 85.84 lightning damage (57.22 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | alchemist's dwarven-steel gauntlets of magic (+6) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 4 fire / 3 lightning / 5 cold Changes stats: +3 Wil / +6 Mag Changes damage: +5% arcane 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 | powerful elm wand of conjuration [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Shadestoker the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 10% chance to reduce damage dealt by 15% Changes damage: +12% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+4 eff.) Mindpower: +10 (+5 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 (+2 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 | stabilizing copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Vorylramina' (132% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 22% Damage when hit (Melee): 2 acid Changes resistances: +18% acid Changes resistances penetration: +5% acid Changes damage: +6% blight Blunt and deadly. |
| Around waist | hardened leather belt 'Yvalera'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag Changes resistances: +5% arcane Life regen: +1.50 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Mindpower: +5 (+3 eff.) Healing mod.: +13% Damage Shield penetration: +10% A belt that goes around your waist. |
| In off hand | Polilaith the dwarven-steel shield (0 def, 13 armour, 142% power, 80 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 When wielded/worn: Armour: +13 Fatigue: +8% Changes stats: +1 Dex Changes resistances: +11% physical / +6% mind / +9% cold Talent granted: +1 Block See invisible: +3 Handheld deflection devices. |
| Cloak | linen cloak of the guardian (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +3 Defense: +7 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+5 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 | Hathugondil the steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +3 Con Changes resistances: +18% lightning Maximum life: +63.00 Maximum psi: +20.00 Mental crit. chance: +2% A suit of armour made of mail. |
Inventory
4 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. |
6 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dawnbile (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str Changes resistances: +6% light / +3% blight Reduces incoming crit damage: 15.00% Infravision radius: +3 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 342/400. 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. |
Rhevor the Blackhue [power 150] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +15% darkness / +15% mind Maximum hate: +2.00 Maximum psi: +30.00 Mental crit. chance: +4% It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 38. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Aeralrassra' [power 215] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +15% physical Stamina each turn: +2.00 Only die when reaching: -80.00 life Maximum stamina: +10.00 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 258 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By The First the Cornac Bulwark level 13
69th Haze 122nd year of Ascendancy at 21:17 see stats
Level 10
Got a character to level 10.By The First the Cornac Bulwark level 10
19th Haze 122nd year of Ascendancy at 11:35 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By The First the Cornac Bulwark level 11
51st Haze 122nd year of Ascendancy at 04:34 see stats
The Arena
Unlocked Arena mode.By The First the Cornac Bulwark level 10
19th Haze 122nd year of Ascendancy at 11:37 see stats
The secret city
Discovered the truth about mages.By The First the Cornac Bulwark level 7
2nd Mirth 122nd year of Ascendancy at 20:37 see stats
Log
Talent Vitality is ready to use.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits The First for (58 blocked), 0 lightning (0 total damage).
The First hits Ividhegamina the oozing horror for 7 lightning damage.
Ividhegamina the oozing horror uses Mana Clash.
Ividhegamina the oozing horror hits The First for 0 arcane damage.
The First hits Ividhegamina the oozing horror for 7 lightning damage.
Ividhegamina the oozing horror shoots!
Ividhegamina the oozing horror's Shoot hits The First for 20 physical damage.
The First is not crippled anymore.
The First triggers a trap (Ividhegamina the oozing horror's explosion trap)!
The First is on fire!
Ividhegamina the oozing horror's explosion trap hits The First for 99 fire damage.
The First hits Ividhegamina the oozing horror for 7 lightning damage.
Ividhegamina the oozing horror uses Steady Shot.
Ividhegamina the oozing horror's Steady Shot hits The First for 37 physical damage.
The First speeds up.
Talent Rune: Shielding is ready to use.
Burning from Ividhegamina the oozing horror hits The First for 33 fire damage.
The First hits Ividhegamina the oozing horror for 7 lightning damage.
Snow giant thunderer casts Chain Lightning.
LIFE LOST WARNING!
Snow giant thunderer hits The First for 89 lightning damage.
There is an exit to the worldmap here (press '' or right click to use).
Ividhegamina the oozing horror shoots!
Ividhegamina the oozing horror's Shoot hits The First for 19 physical damage.
The First hits Ividhegamina the oozing horror for 7 lightning damage.



























































