Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 21 / 60% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 52 (base 48) |
| Dexterity | 17 (base 15) |
| Constitution | 45 (base 39) |
| Magic | 8 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 194/694 |
| Stamina | 145/145 |
| Healing Factor | 1.12 |
| Regeneration | 2.184 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 47 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16.4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -20% |
Defense: Base
| Armour (hardiness) | 71.98 (95%) |
| Defense | 33.565 |
| Ranged Defense | 34.565 |
| Fatigue | 26 |
| Physical Save | 35.975 |
| Spell Save | 37.2 |
| Mental Save | 24.575 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Temporal | + 15%( 70%) |
| Fire | + 34%( 70%) |
| Cold | + 23%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Knockback Resistance | 65% |
| Stun Resistance | 91% |
| Confusion Resistance | 20% |
| Blind Resistance | 11% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 126 life. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 76 damage for 4 turns. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | grounding dwarven-steel helm of constitution (+3) (0 def, 4 armour) grounding dwarven-steel helm of constitution (+3) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +7% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | archer's hardened leather gloves (0 def, 2 armour) archer's hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +7 Armour: +2 Changes stats: +3 Cun / +4 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick yew wand of lightning [power 93] (5 cooldown) quick yew wand of lightning [power 93] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a beam of lightning (dam 31-93), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's steel ring of life psionicist's steel ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Life regen: +0.70 Maximum life: +45.00 Healing mod.: +12% Rings can have magical properties. |
| On fingers | mule's steel ring of clarity mule's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
| Around neck | grounding steel amulet of vision grounding steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Blindness immunity: +11% Stun/Freeze immunity: +26% Infravision radius: +2 See invisible: +5 Amulets can have magical properties. |
| In main hand | stralite longsword (31-43.4 power, 5 apr) stralite longsword (31-43.4 power, 5 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
| Around waist | stabilizing rough leather belt of the titan stabilizing rough leather belt of the titanCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Physical save: +6 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Physical crit. chance: +2.0% Block value: +48 Damage when this weapon hits: +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
| Cloak | enveloping cashmere cloak of clarity (9 def, 0 armour) enveloping cashmere cloak of clarity (9 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Mental save: +7 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 mail armour of fire resistance (2 def, 14 armour) impenetrable steel mail armour of fire resistance (2 def, 14 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 Fatigue: +14% Changes resistances: +17% fire A suit of armour made of mail. |
Inventory
vitalizing steel amulet of mastery (0.12 Technique / Combat training) vitalizing steel amulet of mastery (0.12 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Talent mastery: +0.12 Technique / Combat training Physical save: +5 Life regen: +0.50 Maximum life: +36.00 Amulets can have magical properties. |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +8 Maximum stamina: +10.00 Rings can have magical properties. |
balanced iron greatmaul of crippling (11-16.5 power, 1 apr) balanced iron greatmaul of crippling (11-16.5 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +8 Physical crit. chance: +9.0% Defense: +8 Massive two-handed maul. |
acidic steel longsword of the mystic (12-16.8 power, 3 apr) acidic steel longsword of the mystic (12-16.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +7 acid When wielded/worn: Changes stats: +1 Mag / +1 Wil Spellpower: +5 Sharp, long, and deadly. |
arcing steel mace of massacre (18.5-25.9 power, 3 apr) arcing steel mace of massacre (18.5-25.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +8 lightning Blunt and deadly. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold A hand axe carved out of the most frozen parts of the northern wasteland. |
balanced dwarven-steel waraxe of paradox (19.5-27.3 power, 4 apr) balanced dwarven-steel waraxe of paradox (19.5-27.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +8 temporal When wielded/worn: Accuracy: +6 Defense: +5 Damage when the wearer is hit: 6 temporal Changes resistances: +11% temporal One-handed war axes. |
dwarven-steel waraxe (19.5-27.3 power, 4 apr) dwarven-steel waraxe (19.5-27.3 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
dwarven-steel waraxe of corruption (21-29.4 power, 4 apr) dwarven-steel waraxe of corruption (21-29.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +10 darkness / +13 blight One-handed war axes. |
naturalist's iron gauntlets (0 def, 1 armour) naturalist's iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 nature Changes resistances: +6% nature Changes damage: +3% nature Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel helm of the depths (0 def, 4 armour) dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent 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. |
thaloren hardened leather cap of might (0 def, 3 armour) thaloren hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Wil / +3 Con Mental save: +6 A cap made of leather. |
impenetrable steel mail armour of acid resistance (2 def, 13 armour) impenetrable steel mail armour of acid resistance (2 def, 13 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 Fatigue: +14% Changes resistances: +16% acid A suit of armour made of mail. |
reinforced steel shield of acid resistance (+16%) (6 def, 7 armour, 16.5 dam, 63.5 block) reinforced steel shield of acid resistance (+16%) (6 def, 7 armour, 16.5 dam, 63.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +64 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +16% acid Talent granted: +2 Block Handheld deflection devices |
160 alchemist agate 160 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
defiled yew wand of firewall [power 115] (6 cooldown) defiled yew wand of firewall [power 115] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 115 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 6 vim. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Mangle the Dwarf Bulwark level 15
18th Voratun 122nd year of Ascendancy at 04:21 see stats
Level 10
Got a character to level 10.By Mangle the Dwarf Bulwark level 10
17th Voratun 122nd year of Ascendancy at 11:03 see stats
Level 20
Got a character to level 20.By Mangle the Dwarf Bulwark level 20
18th Voratun 122nd year of Ascendancy at 22:21 see stats
Log
Mangle uses Infusion: Healing.
Black crystal casts Soul Rot.
Black crystal hits Mangle for 102 blight damage.
Snow giant chieftain hits Mangle for 14 cold damage.
Mangle hits snow giant chieftain for 50 physical damage.
High gladiator uses Overpower.
High gladiator misses Mangle.
High gladiator misses Mangle.
High gladiator misses Mangle.
Snow giant chieftain hits Mangle for 2 physical, 14 cold damage (total 14.97).
Crimson crystal casts Blood Grasp.
Crimson crystal drains life from Mangle!
Crimson crystal hits Mangle for 106 blight damage.
Dire wolf misses Mangle.
Mangle's skin returns to normal.
Snow giant chieftain hits Mangle for 14 cold damage.
Mangle hits snow giant chieftain for 58 physical damage.
Snow giant chieftain misses Mangle.
Dire wolf misses Mangle.
Crimson crystal misses Mangle.
Snow giant chieftain hits Mangle for 14 cold damage.
Mangle hits snow giant chieftain for 60 physical damage.
Black crystal casts Phase Door.
Dire wolf misses Mangle.
High gladiator uses Block.
Snow giant chieftain hits Mangle for 2 physical, 14 cold damage (total 14.97).
