Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 16 / 55% |
| Size | small |
| Lifes / Deaths | Killed by crimson crystal at level 16 on the 76th Pyre 122nd year of Ascendancy at 10:45 / 1 |
Primary Stats
| Strength | 38 (base 39) |
| Dexterity | 38 (base 24) |
| Constitution | 32 (base 22) |
| Magic | 14 (base 11) |
| Willpower | 10 (base 10) |
| Cunning | 20 (base 11) |
Resources
| Life | -39/486 |
| Stamina | 115/115 |
| Healing Factor | 1 |
| Regeneration | 20.990737090142 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 51 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 17.46 (63.098591549296%) |
| Defense | 23.26 |
| Ranged Defense | 26.26 |
| Fatigue | 15 |
| Physical Save | 30.6875 |
| Spell Save | 29.1375 |
| Mental Save | 11.375 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.50 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| detrimental effect | The target is on fire, taking 20.14 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| 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 12.00 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 6 defense. Evasion |
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
| 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 | rough leather cap of might (0 def, 1 armour) rough leather cap of might (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Con A cap made of leather. |
| On fingers | gold ring of power gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Spellpower: +5 Mindpower: +5 Rings can have magical properties. |
| Around neck | wanderer's gold amulet of magic (+4) wanderer's gold amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +2 Mag / +5 Cun / +3 Con Life regen: +0.30 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
| In main hand | quick dwarven-steel mace (28-39.2 power, 4 apr) quick dwarven-steel mace (28-39.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% When wielded/worn: Accuracy: +7 Changes stats: +5 Dex Blunt and deadly. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal A belt that goes around your waist. |
| In off hand | reinforced steel shield of radiance (6 def, 7 armour, 15 dam, 70 block) reinforced steel shield of radiance (6 def, 7 armour, 15 dam, 70 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +70 Damage (Melee): +12 light When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 14% chance to blind Changes stats: +1 Mag / +3 Con Changes resistances: +10% light Talent granted: +2 Block Handheld deflection devices. |
| Cloak | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing iron mail armour of stability (2 def, 4 armour) cleansing iron mail armour of stability (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +10% blight / +6% physical / +11% nature Physical save: +12 A suit of armour made of mail. |
Inventory
Newly picked up regeneration infusion (heal 266 over 5 turns)regeneration infusion (heal 266 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 266 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
restful steel amulet of magic (+2) restful steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +0.90 Amulets can have magical properties. |
gold ring of the mountain (+16%) gold ring of the mountain (+16%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +16% physical Changes damage: +16% physical Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
arcing iron longsword of daylight (13-18.2 power, 2 apr) arcing iron longsword of daylight (13-18.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 light / +5 lightning Damage against: +5% Undead Sharp, long, and deadly. |
cashmere wizard hat of darkness (+18%) (2 def, 0 armour) cashmere wizard hat of darkness (+18%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% darkness Changes damage: +12% darkness A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +11 A cap made of leather. |
39 alchemist agate 39 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
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. |
quick yew totem of cure ailments [power 1] (7 cooldown) quick yew totem of cure ailments [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 7 cooldown. Natural totems are made by powerful wilders to store nature power. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Sal hits White wolf for 30 physical, 24 light (55 total damage).
Sal killed White wolf!
Talent Vitality is ready to use.
Burning from Red crystal hits Sal for 19 fire damage.
Alchemist activates Lightning Infusion.
Alchemist deactivates Flame Infusion.
Sal tries to evade attacks.
White crystal's Ice Bolt hits Sal for 105 cold damage.
Sal picks up (a.): regeneration infusion (heal 266 over 5 turns).
Sal picks up (i.): emerald.
You pickup 0.70 gold pieces.
Burning from Red crystal hits Sal for 19 fire damage.
Sal casts Rune: Shielding.
A shield forms around Sal.
Sal uses Infusion: Regeneration.
Sal starts regenerating health quickly.
Crimson crystal casts Blood Grasp.
Talent Infusion: Wild is ready to use.
Burning from Red crystal hits Sal for (19 absorbed), 0 fire (0 total damage).
Alchemist casts Throw Bomb.
Your shield crumbles under the damage!
The shield around Sal crumbles.
Crimson crystal drains life from Sal!
Crimson crystal's Blood Grasp hits Sal for 97 blight damage.
Alchemist hits Sal for (31 absorbed), 15 lightning (15 total damage).
Crimson crystal receives 48 healing from Sal.
Sal the level 16 halfling bulwark was tainted to death by a crimson crystal on level 24 of The Arena.
Alchemist killed Sal!
