Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.44 |
| Addons | Items Vault 0.9.44 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 11 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Arevea the skeleton warrior at level 7 on the 3rd Mirth 122nd year of Ascendancy at 15:13 0 / 5Killed by The Shade at level 7 on the 5th Mirth 122nd year of Ascendancy at 18:48 Killed by The Shade at level 7 on the 5th Mirth 122nd year of Ascendancy at 20:25 Killed by Wrathroot at level 9 on the 6th Dusk 122nd year of Ascendancy at 08:48 Killed by Belekira the skeleton mage at level 11 on the 36th Dusk 122nd year of Ascendancy at 00:46 |
Primary Stats
| Strength | 41 (base 35) |
| Dexterity | 15 (base 11) |
| Constitution | 29 (base 26) |
| Magic | 13 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -179/424 |
| Stamina | 40/114 |
| Healing Factor | 1 |
| Regeneration | 2.45 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 36 |
| Crit Chance | 9% |
| APR | 6 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14.1 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Arcane | +25% |
Defense: Base
| Armour (hardiness) | 39.56 (82%) |
| Defense | 13.75 |
| Ranged Defense | 13.75 |
| Fatigue | 21 |
| Physical Save | 24.75 |
| Spell Save | 12.4 |
| Mental Save | 20.225 |
Defense: Resistances
| Mind | -2%( 70%) |
| All | -17%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Confusion Resistance | 43% |
Inscriptions (3/3)
| 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. |
| 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 8. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| detrimental effect | The target is cursed, taking 23.13 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| 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 |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 1.20, and stamina regeneration by 0.24. Bloodbath |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning 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 talent Piercing Sight (+1 level(s)). | 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 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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed giant spider spinneret. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | 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 |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.50 Maximum stamina: +12.00 A pair of boots made of leather. |
| 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. |
| On head | bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Dex / +2 Cun Damage when the wearer is hit: 5 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 102.25 physical damage. If the attack hits the target is confused for 5 turns. Damage done increases with the quality of your headgear, your strength and your physical damage bonuses. Confusion power and chance increase with your Dexterity stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Duathelstar of kinetic psionic shield [power 26] (20/20 cooldown) Duathelstar of kinetic psionic shield [power 26] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 darkness Changes resistances penetration: +15% darkness / +25% arcane It can be used to setup a psionic shield, reducing all physical and acid damage by 26 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Mental save: +5 Confusion immunity: +23% Rings can have magical properties. |
| On fingers | Chigosta ChigostaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer is hit: 20 mind Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +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. |
| In main hand | balanced steel greatmaul of projection (26.5-39.75 power, 2 apr) (Shrouds) balanced steel greatmaul of projection (26.5-39.75 power, 2 apr) (Shrouds)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +8 mind When wielded/worn: Accuracy: +9 Defense: +8 Curse of Shrouds It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
| On hands | heroic dwarven-steel gauntlets of strength (+2) (0 def, 5 armour) heroic dwarven-steel gauntlets of strength (+2) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +5 Changes stats: +2 Str Mental save: +6 Maximum life: +43.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | searing iron plate armour of implacability (3 def, 12 armour) searing iron plate armour of implacability (3 def, 12 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 Fatigue: +15% Damage when the wearer hits(melee): 9 acid / 8 fire Damage when the wearer is hit: 8 acid / 9 fire Physical save: +5 A suit of armour made of metal plates. |
| Cloak | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying steel amulet of constitution (+3) clarifying steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% mind Confusion immunity: +20% Amulets can have magical properties. |
Inventory
sneak's regeneration infusion (heal 114 over 5 turns) sneak's regeneration infusion (heal 114 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wizard's sun infusion (rad 5; power 36; turns 5; dispells darkness) wizard's sun infusion (rad 5; power 36; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 36) for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's teleportation rune (range 50) titan's teleportation rune (range 50)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acidic steel battleaxe (22.5-33.75 power, 2 apr) (Madness) acidic steel battleaxe (22.5-33.75 power, 2 apr) (Madness)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 acid Curse of Madness Massive two-handed battleaxes. |
flaming steel dagger of massacre (16-20.8 power, 6 apr) (Corpses) flaming steel dagger of massacre (16-20.8 power, 6 apr) (Corpses)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Curse of Corpses Sharp, short and deadly. |
thought-forged steel dagger of erosion (11-14.3 power, 6 apr) (Misfortune) thought-forged steel dagger of erosion (11-14.3 power, 6 apr) (Misfortune)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 nature / +6 mind / +4 temporal Damage conversion: 20% mind When wielded/worn: Changes stats: +2 Wil Curse of Misfortune Sharp, short and deadly. |
Infernomaster (0 def, 1 armour) Infernomaster (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +9% blight Changes resistances penetration: +25% blight Changes damage: +9% fire Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing cured leather armour of lightning resistance (2 def, 4 armour) cleansing cured leather armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +16% lightning / +11% nature / +11% blight A suit of armour made of leather. |
spiked cured leather armour of acid resistance (2 def, 4 armour) spiked cured leather armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 11 physical Changes resistances: +17% acid A suit of armour made of leather. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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 (0/1) Rod of Recall (0/1)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 201/400. 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. |
Porokira of thorny skin [power 10] (20/20 cooldown) Porokira of thorny skin [power 10] (20/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 10 physical Critical mult.: +15.00% Maximum encumberance: +30 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Skeleton warrior shoves degenerated skeleton warrior forward.
Celia misses Syl.
Talent Stunning Blow is ready to use.
Syl has finished recovering.
Space around you starts to dissolve...
Celia leeches life from its victim!
Skeleton warrior uses Stunning Blow.
Syl is stunned!
Skeleton warrior hits Syl for 10 physical damage.
Syl hits Celia for 5 physical, 9 fire, 8 acid, 12 darkness, 20 mind damage (total 54.00).
Syl hits skeleton warrior for 5 physical, 9 fire, 8 acid, 12 darkness, 20 mind damage (total 54.00).
Celia hits Syl for 2 fire damage.
Celia wanders around!.
Syl hits Celia for 38 physical, 3 fire, 3 acid damage (total 42.30).
Celia misses Syl.
Skeleton warrior hits Syl for 8 physical damage.
Syl hits skeleton warrior for 2 physical, 3 fire, 3 acid, 4 darkness, 6 mind damage (total 16.20).
Celia resists the mind attack!
Syl hits Celia for 26 physical, 2 mind, 3 fire, 3 acid damage (total 31.50).
Gora the ghoul casts Searing Light.
Gloruta the skeleton mage casts Curse of Death.
Syl is cursed.
Gora the ghoul hits Syl for 53 light damage.
Belekira the skeleton mage casts Manathrust.
Saving done.
Saving done.
Saving game...
