Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Steamtech UI 1.0.5 Items Vault 1.1.2Donators/Buyers bonus! Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 15 / 72% |
Size | medium |
Lifes / Deaths | Killed by Isodakira the cold drake at level 15 on the 18th Wealth 122nd year of Ascendancy at 04:50 / 1 |
Primary Stats
Strength | 44 (base 37) |
Dexterity | 16 (base 15) |
Constitution | 31 (base 24) |
Magic | 9 (base 11) |
Willpower | 23 (base 15) |
Cunning | 12 (base 12) |
Resources
Life | -1/524 |
Stamina | 73/144 |
Equilibrium | 20 |
Healing Factor | 1.2107755401811 |
Regeneration | 27.106748626512 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 64 |
Accuracy | 47 |
Crit Chance | 7% |
APR | 16 |
Speed | 1.11 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20.45 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Blight | +4% |
Physical | +9% |
Lightning | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +12% |
Defense: Base
Armour (hardiness) | 27.19 (73.452380952381%) |
Defense | 8.1 |
Ranged Defense | 8.1 |
Fatigue | 13 |
Physical Save | 29.125 |
Spell Save | 45.9 |
Mental Save | 18.25 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 21%( 70%) |
Cold | + 14%( 70%) |
All | + 2%( 70%) |
Lightning | + 37%( 70%) |
Light | + 8%( 70%) |
Darkness | + 12%( 70%) |
Fire | + 12%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Disarm Resistance | 13% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 328 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 275 life. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed weapons | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed maiming | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
talent | Precise Strikes |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 5 life each turn and its healing modifier has been increased by 11%. Recovery |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
detrimental effect | All damage done by the target will also hurt it for 36%. Martyrdom |
detrimental effect | The target is constricted, preventing movement and making it suffocate (loses 6.00 air per turn). Constricted |
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. | done |
You failed to protect the repented thief from death by Aarrrgrargharrrr. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | 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 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 |
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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | pair of hardened leather boots 'Lorykath' (2 def, 3 armour) pair of hardened leather boots 'Lorykath' (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Fatigue: -4% Changes resistances: +6% light Maximum encumbrance: +21 Physical save: +7 Knockback immunity: +5% Spellpower: +4 New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Light source | Satyrwreck the alchemist's lamp Satyrwreck the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 nature Changes resistances: +6% nature Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | insulating iron helm of dexterity (+3) (0 def, 3 armour) insulating iron helm of dexterity (+3) (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 stats: +3 Dex Changes resistances: +5% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | gold ring of lightning (+24%) gold ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
On fingers | aquamarine ring aquamarine ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all Rings can have magical properties. |
Around waist | insulating hardened leather belt insulating hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% cold / +5% fire A belt that goes around your waist. |
In main hand | warbringer's steel greatmaul of shearing (27-40.5 power, 2 apr) warbringer's steel greatmaul of shearing (27-40.5 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical power: +8 Changes stats: +2 Con Changes resistances penetration: +12% physical Changes damage: +9% physical Disarm immunity: +13% Massive two-handed maul. |
On hands | steady rough leather gloves of butchering (0 def, 1 armour) steady rough leather gloves of butchering (0 def, 1 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +9 Physical power: +5 Armour: +1 Changes resistances: +6% blight Physical save: +5 Spell save: +8 Mental save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | radiant iron mail armour of Eyal (2 def, 4 armour) radiant iron mail armour of Eyal (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Wil Damage when the wearer is hit: 5 light Changes resistances: +10% darkness / +10% blight Life regen: +1.20 Maximum life: +44.00 Light radius: +1 Healing mod.: +10% A suit of armour made of mail. |
Cloak | Mokhad (2 def, 0 armour) Mokhad (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str / +2 Con Changes resistances: +3% blight / +9% acid New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding steel amulet of willpower (+3) grounding steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Inventory
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +28% Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.11 Technique / Shield defense) stabilizing copper amulet of mastery (0.11 Technique / Shield defense)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.11 Technique / Shield defense Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties. |
slimy woollen robe of lightning (+16%) (0 def, 0 armour) slimy woollen robe of lightning (+16%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 3 nature slow Damage when the wearer is hit: 4 nature slow Changes resistances: +16% lightning Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 Ranged Defense: +3 Fatigue: +1% Infravision radius: +2 A pair of boots made of leather. |
78 alchemist agate 78 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
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 old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, 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. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
By Aarrrgrargharrrr the Dwarf Berserker level 7
26th Voratun 122nd year of Ascendancy at 17:12 see stats
By Aarrrgrargharrrr the Dwarf Berserker level 10
21st Profit 122nd year of Ascendancy at 12:10 see stats
By Aarrrgrargharrrr the Dwarf Berserker level 4
19th Voratun 122nd year of Ascendancy at 18:03 see stats
By Aarrrgrargharrrr the Dwarf Berserker level 9
17th Profit 122nd year of Ascendancy at 20:26 see stats
Log
The Fragmented Essence of Harkor'Zun hits Aarrrgrargharrrr for 23 acid, 1 blight, 0 light (25 total damage).
Isodakira the cold drake uses Block.
You are unable to move!
Ghast diseases Aarrrgrargharrrr.
Snow giant chieftain uses Infusion: Regeneration.
Snow giant chieftain starts regenerating health quickly.
Aarrrgrargharrrr damages himself through Martyrdom!
Ghast hits Aarrrgrargharrrr for 4 physical, 1 blight, 0 light (6 total damage).
Aarrrgrargharrrr hits Ghast for 4 blight, 1 light (5 total damage).
Aarrrgrargharrrr damages himself through Martyrdom!
Aarrrgrargharrrr hits The Fragmented Essence of Harkor'Zun for 4 blight, 1 light (5 total damage).
The Fragmented Essence of Harkor'Zun hits Aarrrgrargharrrr for 21 acid, 1 blight, 0 light (23 total damage).
Isodakira the cold drake casts Searing Light.
Isodakira the cold drake hits Aarrrgrargharrrr for 63 light damage.
You are unable to move!
Isodakira the cold drake's light area effect hits Aarrrgrargharrrr for 31 light damage.
Aarrrgrargharrrr is not stunned anymore.
Aarrrgrargharrrr has recovered!
Aarrrgrargharrrr deactivates Daunting Presence.
Aarrrgrargharrrr damages himself through Martyrdom!
Ghast hits Aarrrgrargharrrr for 5 physical, 4 blight, 2 light (11 total damage).
Aarrrgrargharrrr hits Ghast for 16 blight, 5 light (21 total damage).
Aarrrgrargharrrr damages himself through Martyrdom!
Aarrrgrargharrrr hits The Fragmented Essence of Harkor'Zun for 14 blight, 5 light (19 total damage).
The Fragmented Essence of Harkor'Zun hits Aarrrgrargharrrr for 21 acid, 4 blight, 2 light (27 total damage).
Isodakira the cold drake uses Ice Claw.
Saving game...