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 | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 12 / 79% |
Size | medium |
Lifes / Deaths | Killed by Zarelib the halfling at level 12 on the 21st Dearth 122nd year of Ascendancy at 17:51 / 1 |
Primary Stats
Strength | 53 (base 37) |
Dexterity | 18 (base 17) |
Constitution | 29 (base 21) |
Magic | 13 (base 10) |
Willpower | 26 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -41/392 |
Stamina | 143/143 |
Healing Factor | 1.54028875516 |
Regeneration | 9.9656682458851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 45 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21.9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Mind | +24% |
Blight | +4% |
Physical | -10% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Defense: Base
Armour (hardiness) | 72.96 (82%) |
Defense | 28.1 |
Ranged Defense | 30.1 |
Fatigue | 37 |
Physical Save | 33.35 |
Spell Save | 22.825 |
Mental Save | 23 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 22%( 70%) |
Physical | + 8%( 70%) |
Cold | + 39%( 70%) |
All | + 3%( 70%) |
Lightning | + 9%( 70%) |
Light | + 47%( 70%) |
Fire | + 33%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Pinning Resistance | 20% |
Stun Resistance | 65% |
Knockback Resistance | 85% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 120 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield Wall |
detrimental effect | The target is on fire, taking 26.49 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is recovering 5 life each turn and its healing modifier has been increased by 14%. Recovery |
detrimental effect | Target is infected with a corrosive worm doing 18.99 acid damage per turn. Corrosive Worm |
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. | active |
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 Strength by +2. | 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 +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Emelebrebeth (0 def, 4 armour) Emelebrebeth (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +4 Mag / +3 Wil / +2 Cun Critical mult.: +10.00% Mana when firing critical spell: +1.00 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 17/24) : Effective talent level: 2.0 Power cost: 6 out of 17/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 26.44 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | 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. |
On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
On fingers | rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Rings can have magical properties. |
Around neck | Glowfurnace GlowfurnacePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 mind Changes resistances: +15% light Changes damage: +24% mind Amulets can have magical properties. |
In main hand | blazebringer's steel waraxe of evisceration (12.5-17.5 power, 3 apr) blazebringer's steel waraxe of evisceration (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage conversion: 25% fire When wielded/worn: Physical crit. chance: +7.0% Physical power: +5 Changes resistances penetration: +5% fire Global speed: +2% One-handed war axes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | reinforced iron shield of displacement (10 def, 6 armour, 10 dam, 42.5 block) reinforced iron shield of displacement (10 def, 6 armour, 10 dam, 42.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +42 Damage when this weapon hits: +11 arcane When wielded/worn: Armour: +6 Defense: +10 Ranged Defense: +4 Fatigue: +6% Changes stats: +1 Mag Talent granted: +1 Block It can be used to activate talent Displacement Shield, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: 8.00 Travel Speed: instantaneous Is: a spell Description: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target. Any time the caster should take damage, there is a 55% chance that it will instead be warped by the shield and hit the designated target. Once the maximum damage (155) is absorbed, the time runs out (19 turns), or the target dies, the shield will crumble. The max damage the shield can absorb will increase with your Spellpower. Handheld deflection devices |
Cloak | thick linen cloak of stability (1 def, 6 armour) thick linen cloak of stability (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +11% cold Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened iron plate armour of fire resistance (3 def, 13 armour) hardened iron plate armour of fire resistance (3 def, 13 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +3 Fatigue: +20% Changes resistances: +5% physical / +21% fire / +6% cold / +6% lightning / +6% acid A suit of armour made of metal plates. |
Inventory
Newly picked up warbringer's iron dagger of gravity (5-6.5 power, 5 apr)warbringer's iron dagger of gravity (5-6.5 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +6 gravity When wielded/worn: Physical power: +4 Changes stats: +1 Con Changes resistances penetration: +5% physical Changes damage: +5% physical Disarm immunity: +8% Sharp, short and deadly. |
Newly picked up swiftstrike ash longbow of true flightswiftstrike ash longbow of true flight Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 70% Firing range: +8 Travel speed: +200% When wielded/worn: Accuracy: +5 Physical crit. chance: +7.0% Longbows are used to shoot arrows at your foes. |
Newly picked up troll-hide cured leather armour (2 def, 4 armour)troll-hide cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +2.70 A suit of armour made of leather. |
Newly picked up sentry's quiver of ash arrows (4/17, 16.5-23.1 power, 7 apr)sentry's quiver of ash arrows (4/17, 16.5-23.1 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
43 alchemist agate 43 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. |
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. |
Achievements
By Motan the Dwarf Bulwark level 10
7th Profit 122nd year of Ascendancy at 12:14 see stats
By Motan the Dwarf Bulwark level 10
15th Profit 122nd year of Ascendancy at 09:37 see stats
By Motan the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 12:11 see stats
By Motan the Dwarf Bulwark level 7
1st Acquisition 122nd year of Ascendancy at 03:20 see stats
Log
Motan feels pain again.
Zarelib the halfling hits Motan for 18 acid damage.
Inadur the halfling hits Motan for 11 cold damage.
Zarelib the halfling hits Motan for 20 acid damage.
Inadur the halfling casts Lightning.
Inadur the halfling hits Motan for 112 lightning damage.
Zarelib the halfling hits Motan for 20 acid damage.
Motan casts Rune: Reflection Shield.
A shield forms around Motan.
Zarelib the halfling casts Corrosive Worm.
Inadur the halfling casts Flame.
Inadur the halfling tries to evade attacks.
The damage shield reflects 59 damage back to Inadur the halfling!
Motan is on fire!
The damage shield reflects 20 damage back to Inadur the halfling!
The damage shield reflects 20 damage back to Zarelib the halfling!
Inadur the halfling hits Motan for 0 fire, 0 fire damage (total 0.00).
Zarelib the halfling hits Motan for 0 acid damage.
Zarelib the halfling casts Drain.
The damage shield reflects 22 damage back to Zarelib the halfling!
Your shield crumbles under the damage!
The shield around Motan crumbles.
Zarelib the halfling tries to evade attacks.
Saving done.
Saving done.
Saving game...