Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.44 |
Addons | Items Vault 0.9.44 Stone Wardens DLC Class 0.9.44 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Berserker |
Level / Exp | 12 / 7% |
Size | medium |
Lifes / Deaths | Killed by rattlesnake at level 1 on the 74th Pyre 122nd year of Ascendancy at 17:47 / 11Killed by rattlesnake at level 1 on the 74th Pyre 122nd year of Ascendancy at 18:05 Killed by rattlesnake at level 1 on the 74th Pyre 122nd year of Ascendancy at 18:30 Killed by rattlesnake at level 1 on the 74th Pyre 122nd year of Ascendancy at 18:54 Killed by rattlesnake at level 1 on the 74th Pyre 122nd year of Ascendancy at 20:11 Killed by Beret the shalore at level 6 on the 6th Mirth 122nd year of Ascendancy at 13:29 Killed by Bagpal the halfling at level 6 on the 6th Mirth 122nd year of Ascendancy at 14:04 Killed by Assassin Lord at level 7 on the 10th Mirth 122nd year of Ascendancy at 20:39 Killed by Hencib the halfling at level 7 on the 57th Dusk 122nd year of Ascendancy at 14:19 Killed by Gaiysbov the dwarf at level 8 on the 58th Dusk 122nd year of Ascendancy at 05:39 Killed by Gaiysbov the dwarf at level 8 on the 58th Dusk 122nd year of Ascendancy at 06:06 |
Primary Stats
Strength | 41 (base 37) |
Dexterity | 24 (base 13) |
Constitution | 25 (base 25) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | 376/376 |
Stamina | 126/126 |
Healing Factor | 1 |
Regeneration | 1.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 8 |
See Stealth | 6 |
See Invisible | 8 |
Offense: Mainhand
Damage | 80 |
Accuracy | 44 |
Crit Chance | 6% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 18.1 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 29.8 (90%) |
Defense | 19.7 |
Ranged Defense | 24.85 |
Fatigue | 10 |
Physical Save | 30.6625 |
Spell Save | 35.5125 |
Mental Save | 22.0625 |
Defense: Resistances
Nature | + 22%( 70%) |
Cold | + 8%( 70%) |
Fire | + 9%( 70%) |
All | + 3%( 70%) |
Inscriptions (3/3)
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 71 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 1/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
talent | Daunting Presence |
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 lost anorithil from death by stone troll. Escort: lost anorithil (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +1. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' Agrimley the hermit needs your help making an elixir of focus. 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 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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | insulating pair of iron boots of uncanny dodging (2 def, 3 armour) insulating pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +2 Fatigue: +2% Changes resistances: +6% fire / +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | brawler's iron gauntlets (0 def, 1 armour) brawler's iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | stabilizing linen wizard hat of seeing (1 def, 0 armour) stabilizing linen wizard hat of seeing (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Physical save: +5 Infravision radius: +2 See stealth: +6 See invisible: +8 A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
On fingers | marksman's copper ring of nature (+20%) marksman's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
On fingers | steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 21% chance to completely evade them for 6 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Main armor | enlightening iron mail armour of implacability (2 def, 9 armour) enlightening iron mail armour of implacability (2 def, 9 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +8% Changes stats: +1 Cun / +2 Wil Physical save: +6 Mental save: +11 A suit of armour made of mail. |
In main hand | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Cloak | cashmere cloak of sorcery (2 def, 0 armour) cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Mag / +2 Wil Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Inventory
68 alchemist agate 68 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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
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 314/400. 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 Crazy Person the Higher Berserker level 9
35th Haze 122nd year of Ascendancy at 12:22 see stats
By Crazy Person the Higher Berserker level 10
53rd Haze 122nd year of Ascendancy at 15:21 see stats
By Crazy Person the Higher Berserker level 6
1st Mirth 122nd year of Ascendancy at 05:42 see stats
By Crazy Person the Higher Berserker level 8
1st Time of Equilibrium 122nd year of Ascendancy at 04:04 see stats
Log
Sold: flaming dwarven-steel longsword of phasing (24.5-34.3 power, 9 apr) for 3.00 gold.
Sold: flaming steel longsword (12-16.8 power, 3 apr) for 1.30 gold.
Sold: steel longsword of crippling (14.5-20.3 power, 3 apr) for 1.20 gold.
Sold: gifted vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage) for 1.50 gold.
Sold: horrifying vined mindstar (5.5-6.05 power, 18 apr, nature damage) for 1.30 gold.
Sold: radiant vined mindstar of balance (6-6.6 power, 18 apr, mind damage) for 2.10 gold.
Sold: hardened leather sling of true flight for 3.50 gold.
Sold: dwarven-steel helm of trickery (0 def, 4 armour) for 2.20 gold.
Sold: insulating dwarven-steel helm of strength (+3) (0 def, 4 armour) for 1.40 gold.
Sold: steel waraxe of crippling (13.5-18.9 power, 3 apr) for 1.20 gold.
Sold: icy steel waraxe (10.5-14.7 power, 3 apr) for 1.30 gold.
Sold: shimmering ash magestaff (15-18 power, 3 apr, lightning damage) for 2.20 gold.
Sold: acidic steel waraxe of massacre (19-26.6 power, 3 apr) for 1.40 gold.
Sold: insulating rough leather belt for 0.40 gold.
Sold: aquamarine for 8.00 gold.
Sold: opal for 16.00 gold.
Sold: topaz for 16.00 gold.
Sold: amethyst for 8.00 gold.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
Saving done.
There is a Zigur (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...