Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 14 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 36 (base 36) |
| Dexterity | 15 (base 12) |
| Constitution | 17 (base 14) |
| Magic | 12 (base 12) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 153/347 |
| Mana | 167/167 |
| Stamina | 125/146 |
| Healing Factor | 1.75 |
| Regeneration | 0.4375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 53 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13.1 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 36.38 (100%) |
| Defense | 13.75 |
| Ranged Defense | 13.75 |
| Fatigue | 26 |
| Physical Save | 21.132159883323 |
| Spell Save | 11.052430954233 |
| Mental Save | 10.16274771842 |
Defense: Resistances
| All | 15%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 27 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 70 damage for 3 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Golem / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Golem / Fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
Quests
Equipment
| In off hand | Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+7 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| In main hand | Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There& |
Inventory
Berorach the iron dagger (9-11.7 power, 5 apr) Berorach the iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +2 Mag / +1 Wil Changes damage: +9% physical Spellpower: +4 (+4 eff.) Sharp, short and deadly. |
Zubevena the dwarven-steel greatmaul (41-61.5 power, 2 apr) Zubevena the dwarven-steel greatmaul (41-61.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +12 (+9 eff.) Disarm immunity: +39% Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +8 (+7 eff.) Massive two-handed mauls. |
Delusin the Deepscut (17-27.2 power, 10 apr) Delusin the Deepscut (17-27.2 power, 10 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to gain 10% of a turn Damage Shield penetration (this weapon only): +16% Massive two-handed swords. |
Elossra the ash longbow Elossra the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +7 fire Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes damage: +10% fire Longbows are used to shoot arrows at your foes. |
Blazestake (14.5-20.3 power, 3 apr) Blazestake (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 46% * leeches stamina from the target Damage (Melee): +18 insidious poison / +6 temporal / +7 nature When wielded/worn: Damage when hit (Melee): 7 nature slow / 4 fire Changes resistances: +6% darkness Sharp, long, and deadly. |
Elissra the dwarven-steel longsword (24.5-34.3 power, 4 apr) Elissra the dwarven-steel longsword (24.5-34.3 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn * 40% chance to cause random gloom When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% mind Sharp, long, and deadly. |
Vilehunt the vined mindstar (4.5-4.95 power, 18 apr, nature damage) Vilehunt the vined mindstar (4.5-4.95 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: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict damage reduction Damage when hit (Melee): 3 mind / 4 darkness Changes damage: +3% darkness / +6% nature / +3% mind Mindpower: +4 (+4 eff.) Mental crit. chance: +2% 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. |
Lavastrider LavastriderRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +9% physical Changes damage: +10% physical Slings are used to hurl stones or metal shots at your foes. |
Balelahor the Shockriver (15-18 power, 3 apr, cold element) Balelahor the Shockriver (15-18 power, 3 apr, cold element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze Burst (radius 1) on hit: +8 lightning When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 6% chance to blind Changes resistances: +3% nature Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
Mukan the Lightbrawn (15-18 power, 3 apr, cold element) Mukan the Lightbrawn (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Changes damage: +3% temporal / +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Urthedas the Blackvice (15-18 power, 3 apr, cold element) Urthedas the Blackvice (15-18 power, 3 apr, cold element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 5% chance to blind Changes resistances: +3% darkness / +6% nature Changes damage: +3% darkness / +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
Gowyn the steel waraxe (15-21 power, 3 apr) Gowyn the steel waraxe (15-21 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +3% blight / +6% nature One-handed war axes. |
Zokan the dwarven-steel waraxe (30.5-42.7 power, 4 apr) Zokan the dwarven-steel waraxe (30.5-42.7 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% mind Maximum encumbrance: +20 Maximum stamina: +10.00 One-handed war axes. |
Aerumira (0 def, 0 armour) Aerumira (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +3 Changes resistances: +16% cold Changes damage: +11% cold Life regen: +0.40 Maximum stamina: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindransom the cashmere robe (2 def, 0 armour) Blindransom the cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +16% acid / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +11% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelebrerin (2 def, 0 armour) Emelebrerin (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +18% nature / +2% physical Changes damage: +12% nature Physical save: +9 (+4 eff.) Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Obsidianshine (0 def, 1 armour) Obsidianshine (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Changes stats: +1 Cun Changes resistances: +6% fire / +6% cold Mental save: +6 (+6 eff.) A pair of boots made of leather. |
Velyma the Airdash (0 def, 9 armour) Velyma the Airdash (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes resistances penetration: +5% fire Changes damage: +3% lightning / +3% fire Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
dwarven-steel gauntlets &039; (0 def, 2 armour) dwarven-steel gauntlets &039; (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 nature Changes resistances: +7% nature / +6% darkness Changes damage: +3% nature Teleport immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Gilydraneg (0 def, 4 armour) Gilydraneg (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Con Changes resistances: +6% darkness / +3% nature Reduces incoming crit damage: 5.00% Confusion immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xina the rough leather cap (0 def, 1 armour) Xina the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 physical Changes stats: +1 Dex / +3 Con A cap made of leather. |
Dagudukor the Obsidianterror (8 def, 2 armour, 81 block) Dagudukor the Obsidianterror (8 def, 2 armour, 81 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+7 eff.) Fatigue: +12% Changes stats: +1 Dex / +1 Mag Changes resistances: +15% fire Changes damage: +6% darkness Talent granted: +3 Block Reduces incoming crit damage: 10.00% Handheld deflection devices. |
steel shield &039; (6 def, 2 armour, 41.5 block) steel shield &039; (6 def, 2 armour, 41.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 10 fire Talent granted: +2 Block Handheld deflection devices. |
Balodas the Kindlelady Balodas the KindleladyCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 darkness / 4 light Changes resistances: +3% light Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Baledar [power 40] (20 cooldown) Baledar [power 40] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +3 acid / +1 nature / +1 light Talent granted: +1 Ward Critical mult.: +3.00% Only die when reaching: -60.00 life Healing mod.: +5% It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Fabri&LIGHT_REDLASTLASTLASTLASTFabri hits Red ooze for 66 mind damage.
Fabri killed Red ooze!
Golem (servant of Fabri) uses Crush.
Sandworm Queen is pinned to the ground.
Golem (servant of Fabri) hits Sandworm Queen for 72 physical damage.
Fabri casts Channel Staff.
Fabri&ROYAL_BLUELASTLASTUID:1241768:0LASTTalent Mind Sear is ready to use.
Sandworm Queen crawls acid onto golem (servant of Fabri).
The shield around golem (servant of Fabri) crumbles.
Golem (servant of Fabri) hits Sandworm Queen for 65 physical damage.
Sandworm Queen hits Golem (servant of Fabri) for (19 absorbed), 18 acid (18 total damage).
Fabri uses Mind Sear.
Fabri hits Red ooze for 66 mind damage.
Fabri killed Red ooze!
The shield around Fabri crumbles.
Fabri is no longer out of phase.
Sandworm Queen breathes sand!
Golem (servant of Fabri) resists the sandstorm!
Character control switched to golem (servant of Fabri).
Sandworm Queen hits Fabri for 208 physical damage.
Sandworm Queen hits golem (servant of Fabri) for 177 physical damage.
Sandworm Queen killed Fabri!
