Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 5 / 3% |
Size | medium |
Lifes / Deaths | Killed by Adosewyn the grannor'vor at level 5 on the 18th Voratun 122nd year of Ascendancy at 15:22 0 / 4Killed by Eliritta the giant brown rat at level 5 on the 18th Voratun 122nd year of Ascendancy at 15:55 Killed by Eliritta the giant brown rat at level 5 on the 18th Voratun 122nd year of Ascendancy at 16:24 Killed by Eliritta the giant brown rat at level 5 on the 18th Voratun 122nd year of Ascendancy at 16:51 |
Primary Stats
Strength | 22 (base 18) |
Dexterity | 11 (base 11) |
Constitution | 19 (base 16) |
Magic | 8 (base 10) |
Willpower | 13 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -7/227 |
Stamina | 78/120 |
Healing Factor | 1.1 |
Regeneration | 13.475 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 17 |
Accuracy | 24 |
Crit Chance | 3% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 14.3 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Defense: Base
Armour (hardiness) | 10.73 (48.103448275862%) |
Defense | 6.35 |
Ranged Defense | 9.35 |
Fatigue | 14 |
Physical Save | 20.175 |
Spell Save | 12.35 |
Mental Save | 14.1 |
Defense: Resistances
Darkness | + 14%( 70%) |
Light | + 14%( 70%) |
All | + 3%( 70%) |
Cold | + 19%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 60 life over 5 turns. |
Class Talents
Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed maiming | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 11.38 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | Huge cut that bleeds, doing 6.26 physical damage per turn. Bleeding |
Quests
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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Equipment
Tool | iron torque of kinetic psionic shield [power 23] (7/20 cooldown) iron torque of kinetic psionic shield [power 23] (7/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
On feet | pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 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: +3 Ranged Defense: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Main armor | prismatic iron mail armour of cold resistance (2 def, 4 armour) prismatic iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +16% cold / +11% darkness / +11% light A suit of armour made of mail. |
On hands | iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | survivor's brass lantern of the zealot survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +6 Spell save: +5 Light radius: +2 Healing mod.: +10% 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 | clarifying linen wizard hat of nature (+16%) (1 def, 0 armour) clarifying linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +16% nature Changes damage: +11% nature Mental save: +5 A pointy cloth hat, very wizardly... |
In main hand | manaburning iron greatsword (12.5-20 power, 1 apr) manaburning iron greatsword (12.5-20 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +16 manaburn arcane Massive two-handed swords. |
Inventory
cleansing iron plate armour of resilience (3 def, 7 armour) cleansing iron plate armour of resilience (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +11% nature / +11% blight Maximum life: +20.00 A suit of armour made of metal plates. |
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 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 When you block an attack, there is a chance that a spray of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
agate 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. |
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. |
quick iron torque of thermal psionic shield [power 19] (7/13 cooldown) quick iron torque of thermal psionic shield [power 19] (7/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 19 for 6 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged elm wand of lightning [power 90] (7/9 cooldown) supercharged elm wand of lightning [power 90] (7/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a beam of lightning (dam 30-90), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
By Hustle Smash the Dwarf Berserker level 4
18th Voratun 122nd year of Ascendancy at 09:46 see stats
Log
Drem hits Hustle Smash for 2 physical damage.
Hustle Smash hits Drem for 13 physical, 0 arcane (13 total damage).
Grannor'vin hits Hustle Smash for 3 darkness damage.
Eliritta the giant brown rat uses Block.
Talent Stunning Blow is ready to use.
Burning from Adosewyn the grannor'vor hits Hustle Smash for 9 fire damage.
Bleeding from Drem hits Hustle Smash for 6 physical damage.
Hustle Smash uses Stunning Blow.
Drem shrugs off the effect 'Stunned'!
Drem hits Hustle Smash for 2 physical damage.
Hustle Smash hits Drem for 25 physical, 0 arcane (25 total damage).
Drem hits Hustle Smash for 8 physical damage.
Grannor'vin hits Hustle Smash for 3 darkness damage.
Eliritta the giant brown rat hits Hustle Smash for 0 fire, 0 cold, 0 lightning, 0 acid, 2 physical, 6 fire (9 total damage).
Hustle Smash has finished recovering.
Burning from Adosewyn the grannor'vor hits Hustle Smash for 7 fire damage.
Bleeding from Drem hits Hustle Smash for 5 physical damage.
Drem hits Hustle Smash for 1 physical damage.
Hustle Smash hits Drem for 17 physical, 0 arcane (17 total damage).
Eliritta the giant brown rat hits Hustle Smash for 0 fire, 0 cold, 0 lightning, 0 acid, 2 physical, 9 lightning (12 total damage).
Burning from Adosewyn the grannor'vor hits Hustle Smash for 7 fire damage.
Bleeding from Drem hits Hustle Smash for 6 physical damage.
Grannor'vin misses Hustle Smash.
Drem hits Hustle Smash for 2 physical damage.
Hustle Smash hits Drem for 11 physical, 0 arcane (11 total damage).
Drem misses Hustle Smash.
Saving game...