Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Brawler |
Level / Exp | 46 / 29% |
Size | medium |
Lifes / Deaths | Killed by Emelikira the drem at level 8 on the 20th Voratun 122nd year of Ascendancy at 00:10 1 / 6Killed by The Mouth at level 8 on the 20th Voratun 122nd year of Ascendancy at 02:12 Killed by Osose the shalore at level 9 on the 30th Voratun 122nd year of Ascendancy at 02:51 Killed by elven warrior at level 40 on the 26th Profit 122nd year of Ascendancy at 09:48 Killed by Silylle the rogue at level 46 on the 30th Profit 122nd year of Ascendancy at 22:22 Killed by Ilinn the human at level 46 on the 35th Profit 122nd year of Ascendancy at 16:31 |
Primary Stats
Strength | 88 (base 48) |
Dexterity | 84 (base 60) |
Constitution | 50 (base 19) |
Magic | 18 (base 10) |
Willpower | 30 (base 10) |
Cunning | 72 (base 60) |
Resources
Life | 1403/1403 |
Stamina | 285/285 |
Healing Factor | 1.19 |
Regeneration | 6.9000301563848 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Barehand
Damage | 102 |
Accuracy | 59 |
Crit Chance | 21% |
APR | 8 |
Speed | 0.80 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 38.4 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 15 (46.071428571429%) |
Defense | 46.696453900709 |
Ranged Defense | 47.696453900709 |
Fatigue | 6 |
Physical Save | 58.462769230769 |
Spell Save | 37.844153846154 |
Mental Save | 37.394153846154 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 488 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity 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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed black mamba head. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | Duvykor the pair of iron boots (3 def, 3 armour) Duvykor the pair of iron boots (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Changes resistances penetration: +10% mind Changes damage: +6% mind Critical mult.: +15.00% Physical save: +7 Spell save: +6 Mental save: +6 Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | stabilizing rough leather cap (0 def, 1 armour) stabilizing 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% Physical save: +10 A cap made of leather. |
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 hit (Melee): 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 | copper ring 'Thunderward' copper ring 'Thunderward'Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Defense: +5 Fatigue: -5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 physical Changes resistances penetration: +5% lightning Critical mult.: +3.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +23 Only die when reaching: -20.00 life Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
On fingers | Sparkhunger SparkhungerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +5 Dex / +6 Wil / +6 Cun Changes resistances: +5% arcane / +12% lightning Changes damage: +6% lightning / +3% arcane Life regen: +1.00 Maximum life: +52.00 Mindpower: +7 Healing mod.: +19% Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Main armor | Salyra the Lightvalor (15 def, 6 armour) Salyra the Lightvalor (15 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +15 Fatigue: +8% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +17 Str / +18 Dex / +6 Mag / +5 Wil / +6 Cun Changes resistances: +22% acid / +22% cold / +12% light / +6% darkness Changes damage: +6% light Physical save: +26 A suit of armour made of leather. |
Cloak | enveloping elven-silk cloak of sorcery (16 def, 0 armour) enveloping elven-silk cloak of sorcery (16 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 Changes stats: +4 Mag / +5 Wil Physical save: +11 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Inventory
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
opal 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. |
2 topaz 2 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. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
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 374/400. 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 are 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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
By ZanGrief the Dwarf Brawler level 35
19th Profit 122nd year of Ascendancy at 08:51 see stats
By ZanGrief the Dwarf Brawler level 10
2nd Acquisition 122nd year of Ascendancy at 22:41 see stats
By ZanGrief the Dwarf Brawler level 20
15th Profit 122nd year of Ascendancy at 00:55 see stats
By ZanGrief the Dwarf Brawler level 30
18th Profit 122nd year of Ascendancy at 14:16 see stats
By ZanGrief the Dwarf Brawler level 40
21st Profit 122nd year of Ascendancy at 06:19 see stats
By ZanGrief the Dwarf Brawler level 40
21st Profit 122nd year of Ascendancy at 12:38 see stats
By ZanGrief the Dwarf Brawler level 6
18th Voratun 122nd year of Ascendancy at 23:20 see stats
Log
ZanGrief hits Ilinn the human for (112 to psi shield), 0 physical (0 total damage).
Ilinn the human uses Shattering Blow.
Ilinn the human performs a melee critical strike against ZanGrief!
ZanGrief starts to bleed.
ZanGrief shrugs off the effect 'Sunder Armour'!
Ilinn the human hits ZanGrief for (27 resist armour), 334 physical, (18 resist armour), 0 lightning (334 total damage).
ZanGrief hits Ilinn the human for 4 blight, (8 to psi shield), 0 physical, 1 darkness, 4 lightning (10 total damage).
ZanGrief has finished recovering.
ZanGrief is not stunned anymore.
ZanGrief has recovered!
Deep Wound from Ilinn the human hits ZanGrief for (20 resist armour), 0 physical (0 total damage).
Ilinn the human hits ZanGrief for (27 resist armour), 21 physical (21 total damage).
ZanGrief shrugs off the effect 'Disarmed'!
Ilinn the human repels an attack from ZanGrief.
Ilinn the human shrugs off the effect 'Dazed'!
ZanGrief hits Ilinn the human for (111 to psi shield), 0 physical (0 total damage).
Ilinn the human uses Telekinetic Smash.
Ilinn the human performs a melee critical strike against ZanGrief!
ZanGrief is stunned!
Ilinn the human hits ZanGrief for (27 resist armour), 423 physical (423 total damage).
ZanGrief hits Ilinn the human for 10 blight, (8 to psi shield), 0 physical, 3 darkness, 11 lightning (24 total damage).
ZanGrief the level 46 dwarf brawler was chopped into tiny pieces to death by Ilinn the human on level 1 of Ambush!.
You have 1 life(s) left.
ZanGrief deactivates Striking Stance.
ZanGrief stops bleeding.
ZanGrief is not stunned anymore.
ZanGrief stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.