Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Auto-Transmo Gems 1.0.3 Inventory Show All Tabs By Default 1.0.3 Items Vault 1.0.3 Inventory Sort Order 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 15 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by cold drake hatchling at level 7 on the 1st Mirth 122nd year of Ascendancy at 08:31 0 / 6Killed by dread at level 11 on the 4th Dusk 122nd year of Ascendancy at 04:42 Killed by faeros at level 11 on the 4th Dusk 122nd year of Ascendancy at 09:26 Killed by orc corruptor at level 11 on the 4th Dusk 122nd year of Ascendancy at 10:04 Killed by Aromira the slaver at level 14 on the 46th Dusk 122nd year of Ascendancy at 01:01 Killed by venom drake hatchling at level 15 on the 76th Haze 122nd year of Ascendancy at 23:51 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 41) |
| Dexterity | 18 (base 12) |
| Constitution | 34 (base 34) |
| Magic | 11 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -2/507 |
| Stamina | 45/127 |
| Healing Factor | 1.17 |
| Regeneration | 22.6395 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 39 |
| Crit Chance | 6% |
| APR | 8 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.6 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Physical | -14% |
| Cold | +10% |
| Acid | +5% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 41.18 (30%) |
| Defense | 29.49 |
| Ranged Defense | 30.99 |
| Fatigue | 26 |
| Physical Save | 35.65 |
| Spell Save | 9.45 |
| Mental Save | 23.55 |
Defense: Resistances
| Darkness | + 38%( 70%) |
| Acid | + 25%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 45%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 54%( 70%) |
| Cold | + 57%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 37% |
| Knockback Resistance | 87% |
| Stun Resistance | 65% |
| Pinning Resistance | 22% |
| Silence Resistance | 5% |
| Poison Resistance | 22% |
| Blind Resistance | 8% |
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 212 life. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 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 offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 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 | A flow of life spins around the target, regenerating 13.00 life per turn. Regeneration |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | Reduces physical damage received by 36%. Earthen Barrier |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | You gain 6% resistance against fire. Resolve |
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 lost anorithil from death by giant carpenter ant. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost anorithil from death by copperhead snake. Escort: lost anorithil (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by fire drake hatchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed orc heart. * You've found the needed bloated horror heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of iron boots of uncanny dodging (2 def, 3 armour) blood-soaked pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 | insulating iron helm (0 def, 3 armour) insulating iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | corrosive hardened leather gloves of dexterity (+3) (0 def, 2 armour) corrosive hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Armour: +2 Changes stats: +3 Dex Damage when the wearer hits(melee): 8 acid Changes resistances: +6% acid Changes damage: +5% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 19/35) : Effective talent level: 3.0 Power cost: 18 out of 19/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 33 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | treant's steel ring of tenacity treant's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature Physical save: +6 Poison immunity: +12% Disease immunity: +10% Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Rings can have magical properties. |
| On fingers | treant's steel ring of frost (+6%) treant's steel ring of frost (+6%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +20% cold Changes damage: +10% cold Physical save: +6 Poison immunity: +10% Disease immunity: +12% Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
| In main hand | quick dwarven-steel mace of massacre (32-44.8 power, 4 apr) quick dwarven-steel mace of massacre (32-44.8 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 90% When wielded/worn: Accuracy: +7 Changes stats: +2 Dex Blunt and deadly. |
| Around waist | Aerotar AerotarInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +4 Changes resistances: +1% physical / +3% darkness Silence immunity: +5% Disarm immunity: +15% A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 25 dam, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 25 dam, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.0 - 35.0 Uses stat: 150% Str Damage type: Physical Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | lightening linen cloak (1 def, 0 armour) lightening linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Khelukor' (4 def, 7 armour) reinforced leather armour 'Khelukor' (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when the wearer is hit: 4 arcane Changes resistances: +20% fire / +9% blight Changes resistances penetration: +5% blight Changes damage: +9% blight Mental save: +18 Life regen: +1.10 Maximum life: +52.00 Healing mod.: +17% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. radiant vined mindstar (5.5-6.05 power, 18 apr, nature damage)radiant vined mindstar (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +3 light When wielded/worn: Mindpower: +4 Mental crit. chance: +4% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Rod of Recall (1/1) 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, costing 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. |
This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 28] (20 cooldown)ash totem of thorny skin [power 28] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 28 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Ravendusk the Higher Bulwark level 11
4th Dusk 122nd year of Ascendancy at 10:41 see stats
Bringer of Doom
Killed a Bringer of Doom.By Ravendusk the Higher Bulwark level 11
2nd Summertide 122nd year of Ascendancy at 22:08 see stats
Level 10
Got a character to level 10.By Ravendusk the Higher Bulwark level 10
1st Summertide 122nd year of Ascendancy at 06:50 see stats
Poisonous
Sided with the assassin lord.By Ravendusk the Higher Bulwark level 14
40th Dusk 122nd year of Ascendancy at 16:11 see stats
That was close
Killed your target while having only 1 life left.By Ravendusk the Higher Bulwark level 7
1st Mirth 122nd year of Ascendancy at 08:31 see stats
The Arena
Unlocked Arena mode.By Ravendusk the Higher Bulwark level 6
78th Pyre 122nd year of Ascendancy at 21:49 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ravendusk the Higher Bulwark level 14
47th Dusk 122nd year of Ascendancy at 20:07 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Ravendusk the Higher Bulwark level 14
47th Dusk 122nd year of Ascendancy at 10:14 see stats
Log
Ravendusk hits storm drake hatchling for 33 physical damage.
Ravendusk hits venom drake hatchling for 33 physical damage.
Ravendusk hits storm drake hatchling for 33 physical damage.
Snow giant uses Infusion: Regeneration.
Snow giant starts regenerating health quickly.
Venom drake hatchling misses Ravendusk.
Venom drake hatchling hits Ravendusk for 20 physical damage.
Fire drake hits Ravendusk for 27 physical damage.
Storm drake hatchling hits Ravendusk for 20 physical damage.
Venom drake hatchling hits Ravendusk for 20 physical damage.
Ravendusk hits fire drake for 4 arcane damage.
Ravendusk hits storm drake hatchling for 4 arcane damage.
Ravendusk hits venom drake hatchling for 4 arcane damage.
Ravendusk hits venom drake hatchling for 4 arcane damage.
Ravendusk uses Juggernaut.
Ravendusk hardens its skin.
Ravendusk uses Infusion: Wild.
Ravendusk lessens the pain.
Ravendusk uses Gift of the Highborn.
Ravendusk starts regenerating health quickly.
Ravendusk uses Shield Pummel.
Ravendusk is invigorated by the attack!
Ravendusk is invigorated by the attack!
Fire drake resists the shield bash!
Fire drake hits Ravendusk for 7 fire, 7 fire damage (total 12.11).
Ravendusk hits fire drake for 58 physical, 9 acid, 5 mind, 73 physical, 9 acid, 5 mind damage (total 156.77).
Saving done.
Saving done.
Saving game...
