Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.44 |
| Addons | Items Vault 0.9.44 Old RPG Tileset 0.9.44 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 11 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by ziguranth warrior at level 11 on the 17th Voratun 122nd year of Ascendancy at 11:15 / 1 |
Primary Stats
| Strength | 40 (base 36) |
| Dexterity | 15 (base 17) |
| Constitution | 22 (base 19) |
| Magic | 11 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -64/357 |
| Stamina | 91/148 |
| Healing Factor | 1.088134480563 |
| Regeneration | 22.132655334652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +74.081822068172% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 28 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13.1 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Arcane | +4% |
Defense: Base
| Armour (hardiness) | 18.28 (56%) |
| Defense | 3.75 |
| Ranged Defense | 3.75 |
| Fatigue | 19 |
| Physical Save | 20.85 |
| Spell Save | 30.2 |
| Mental Save | 8.05 |
Defense: Resistances
| Light | + 6%( 70%) |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Two-handed weapons | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 3 life each turn and it's healing modifier has been increased by 9%. Recovery |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| Tool | elm totem of cure poisons [power 1] (20 cooldown) elm totem of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On feet | pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
| On hands | light rough leather gloves of magic (+3) (0 def, 1 armour) light rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Damage when the wearer hits(melee): 6 light Changes resistances: +6% light Changes damage: +4% arcane / +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| 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. |
| On head | iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | acidic steel greatmaul (24-36 power, 2 apr) acidic steel greatmaul (24-36 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid Massive two-handed maul. |
Inventory
Newly picked up copper amuletcopper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
Newly picked up steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
iron battleaxe (10-15 power, 1 apr) iron battleaxe (10-15 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
icy iron greatmaul (14-21 power, 1 apr) icy iron greatmaul (14-21 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +8 ice Massive two-handed maul. |
thought-forged iron greatmaul (12-18 power, 1 apr) thought-forged iron greatmaul (12-18 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +8 mind Damage conversion: 32% mind When wielded/worn: Changes stats: +2 Wil Massive two-handed maul. |
iron greatsword (8.5-13.6 power, 1 apr) iron greatsword (8.5-13.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 8.5 - 13.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
thought-forged iron longsword of projection (6.5-9.1 power, 2 apr) thought-forged iron longsword of projection (6.5-9.1 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +13 mind Damage conversion: 26% mind When wielded/worn: Changes stats: +2 Wil It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
Newly picked up gifted mossy mindstar (2-2.2 power, 12 apr, nature damage)gifted mossy mindstar (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 Mental crit. chance: +1% 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. |
radiant mossy mindstar (2.5-2.75 power, 12 apr, nature damage) radiant mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +2 light When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Light radius: +1 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. |
steady rough leather sling steady rough leather slingRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 When wielded/worn: Accuracy: +6 Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
arcing steel waraxe of vileness (11.5-16.1 power, 3 apr) arcing steel waraxe of vileness (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning / +6 blight Burst (radius 2) on crit: +6 corrupted blood One-handed war axes. |
Newly picked up spellwoven linen robe (0 def, 0 armour)spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spellpower: +3 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
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. |
Achievements
Level 10
Got a character to level 10.By Three the Dwarf Berserker level 10
17th Voratun 122nd year of Ascendancy at 05:56 see stats
Log
Homeless fighter hits Three for 5 mind, 9 physical, 5 mind damage (total 18.00).
Ziguranth warrior uses Resilience of the Dwarves.
Ziguranth warrior's skin turns to stone.
Ziguranth warrior hits Three for 36 physical damage.
Three speeds up.
Three deactivates Daunting Presence.
Three uses Death Dance.
Three misses ziguranth warrior.
You collect a new ingredient: bear paw.
Three hits brown bear for 126 physical damage.
Three killed brown bear!
Three hits homeless fighter for 120 physical, 6 acid damage (total 125.72).
Three killed homeless fighter!
Ziguranth warrior is not silenced anymore.
Ziguranth warrior rushes out!
Three slows down.
Three is dazed!
Three is not dazed anymore.
Ziguranth warrior hits Three for 34 physical damage.
Ziguranth warrior hits Three for 34 physical, 6 nature damage (total 39.60).
Three uses Infusion: Regeneration.
Three starts regenerating health quickly.
Ziguranth warrior has regained it's confidence.
Ziguranth warrior uses Shield Pummel.
Three is stunned!
Ziguranth warrior hits Three for 72 physical, 11 cold, 81 physical damage (total 162.75).
Ziguranth warrior killed Three!
Three the level 11 dwarf berserker was splattered to death by a ziguranth warrior and burned on a pyre on level 14 of The Arena.
