Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 8 / 91% |
Size | medium |
Lifes / Deaths | Killed by Salakira the assassin at level 8 on the 29th Profit 122nd year of Ascendancy at 19:23 / 1 |
Primary Stats
Strength | 30 (base 26) |
Dexterity | 19 (base 16) |
Constitution | 24 (base 21) |
Magic | 8 (base 10) |
Willpower | 23 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -3/305 |
Stamina | 91/134 |
Healing Factor | 1.32 |
Regeneration | 20.681162008961 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +84.416680736113% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 51 |
Accuracy | 29 |
Crit Chance | 42% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21.55 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 25.92 (81.030927835052%) |
Defense | 18.15 |
Ranged Defense | 18.15 |
Fatigue | 22 |
Physical Save | 25.45 |
Spell Save | 10.85 |
Mental Save | 17.55 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
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 assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Berserker Rage |
detrimental effect | Reduces global action speed by 18%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 1.14 nature damage per turn and decreasing all heals received by 8%. Insidious Poison |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
beneficial effect | Increases critical hit chance by 42%. Berserker Rage |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is recovering 21 life each turn. Recovery |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
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. | active |
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 +2. | done |
You failed to protect the temporal explorer from death by dragon turtle. Escort: temporal explorer (level 2 of Trollmire) | failed |
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 |
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 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 |
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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bear paw. * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | pair of rough leather boots of evasion (11 def, 1 armour) pair of rough leather boots of evasion (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 11 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 40 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Main armor | spiked iron plate armour of temporal resistance (3 def, 7 armour) spiked iron plate armour of temporal resistance (3 def, 7 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: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +17% temporal A suit of armour made of metal plates. |
Cloak | regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | Glorama the iron greatmaul (27.5-41.25 power, 1 apr) Glorama the iron greatmaul (27.5-41.25 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armor When wielded/worn: Changes resistances: +9% acid Massive two-handed mauls. |
Inventory
This item will automatically be transmogrified when you leave the level. Fogbiter the steel dagger (13.5-17.55 power, 6 apr)Fogbiter the steel dagger (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction Damage (Melee): +4 mind Burst (radius 1) on hit: +11 fire When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% darkness / +5% fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron dagger of projection (10.5-13.65 power, 5 apr)flaming iron dagger of projection (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +5 fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (14-18.2 power, 6 apr)steel dagger (14-18.2 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
Layuvea the iron longsword (12-16.8 power, 2 apr) Layuvea the iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% acid / +6% darkness / +7% fire / +7% lightning / +8% cold Spell save: +5 Pinning immunity: +5% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. troll-hide cured leather armour (2 def, 4 armour)troll-hide cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +3.60 Healing mod.: +12% A suit of armour made of leather. |
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 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
quiver of elm arrows of erosion (11/11, 12-16.8 power, 5 apr) quiver of elm arrows of erosion (11/11, 12-16.8 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 11 Damage (Ranged): +6 nature / +6 temporal Arrows are used with bows to pierce your foes to death. |
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. |
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. |
Cloudedge the elm totem of cure ailments [power 1] (13 cooldown) Cloudedge the elm totem of cure ailments [power 1] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% lightning Knockback immunity: +5% It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
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 Ronku the Dwarf Berserker level 4
18th Voratun 122nd year of Ascendancy at 05:39 see stats
Log
Insidious Poison from Cutpurse hits Ronku for 1 nature damage.
Cutpurse slows down.
Cutpurse misses Ronku.
Ronku slows down.
Ronku hits Cutpurse for 12 physical damage.
Cutpurse hits Ronku for 3 physical damage.
Salakira the assassin's Crippling Shot hits Ronku for 87 physical, 4 darkness (91 total damage).
Bandit misses Ronku.
Ronku hits Bandit for 10 physical damage.
Bandit hits Ronku for 1 physical, 2 nature (3 total damage).
Ronku hits Bandit for 9 physical damage.
Salakira the assassin uses Steady Shot.
Ronku is recovering from the damage!
Salakira the assassin's Steady Shot hits Ronku for 127 physical, 4 darkness (131 total damage).
Insidious Poison from Cutpurse hits Ronku for 1 nature damage.
Ronku receives 27 healing.
Cutpurse misses Ronku.
Ronku hits Cutpurse for 10 physical damage.
Cutpurse hits Ronku for 1 physical, 5 darkness (6 total damage).
Bandit misses Ronku.
Ronku killed Cutpurse!
Ronku hits Bandit for 10 physical damage.
Bandit hits Ronku for 1 physical, 2 nature (3 total damage).
Ronku killed Bandit!
Ronku uses Infusion: Regeneration.
Ronku starts regenerating health quickly.
Salakira the assassin shoots!
Saving game...