Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.2.0Donators/Buyers bonus! Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Arena |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Superhuman |
Class | Berserker |
Level / Exp | 41 / 65% |
Size | medium |
Lifes / Deaths | Killed by arena2 at level 41 on the 1st Mirth 122nd year of Ascendancy at 09:07 / 1 |
Primary Stats
Strength | 92 (base 60) |
Dexterity | 21 (base 11) |
Constitution | 103 (base 60) |
Magic | 20 (base 10) |
Willpower | 20 (base 10) |
Cunning | 68 (base 58) |
Resources
Life | -39/3054 |
Stamina | 123/245 |
Equilibrium | 20 |
Healing Factor | 1 |
Regeneration | 33.062965122143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
Offense: Mainhand
Damage | 196 |
Accuracy | 59 |
Crit Chance | 58% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 30.6 |
Crit Chance | 33% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 50 (100%) |
Defense | 31.897505416369 |
Ranged Defense | 31.897505416369 |
Fatigue | 29 |
Physical Save | 45.666666666667 |
Spell Save | 50.083333333333 |
Mental Save | 29.775 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Confusion Resistance | 100% |
Stun Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Elemental Harmony |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 13%, life regeneration by 18.28, and stamina regeneration by 3.66. Bloodbath |
beneficial effect | Countering melee attacks: Has a 59% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 46. Intimidated |
detrimental effect | Huge cut that bleeds, doing 78.51 physical damage per turn. Bleeding |
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
On feet | grounding pair of drakeskin leather boots (0 def, 5 armour) grounding pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% lightning / +8% temporal A pair of boots made of leather. |
On fingers | voratun ring of blinding strikes voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to blind Effects on ranged hit: * 34% chance to blind Rings can have magical properties. |
On fingers | gladiator's voratun ring of blinding strikes gladiator's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 Effects on melee hit: * 31% chance to blind Effects on ranged hit: * 24% chance to blind Changes stats: +7 Str / +7 Con Rings can have magical properties. |
Around neck | gold amulet of murder gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +4 Physical crit. chance: +5.0% Critical mult.: +11.00% Amulets can have magical properties. |
In main hand | flaming voratun greatmaul (67-100.5 power, 4 apr) flaming voratun greatmaul (67-100.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +21 fire Massive two-handed mauls. |
On hands | stone warden's voratun gauntlets of strength (+3) (0 def, 13 armour) stone warden's voratun gauntlets of strength (+3) (0 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +8 Armour: +13 Armour Hardiness: +10% Changes stats: +3 Str / +15 Con Changes resistances: +9% physical Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
Cloak | shadow elven-silk cloak of Iron Throne (3 def, 0 armour) shadow elven-silk cloak of Iron Throne (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +3 Con Changes resistances: +19% darkness Changes resistances penetration: +17% darkness Changes damage: +21% darkness Stealth bonus: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | fortifying dwarven-steel plate armour of the dragon (5 def, 11 armour) fortifying dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +8 Str / +8 Con Changes resistances: +10% acid / +10% physical / +10% cold / +10% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +27% Knockback immunity: +32% Maximum life: +47.00 A suit of armour made of metal plates. |
Inventory
thunderous voratun battleaxe (59.5-89.25 power, 4 apr) thunderous voratun battleaxe (59.5-89.25 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to daze When wielded/worn: Changes stats: +3 Str / +6 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning Massive two-handed battleaxes. |
elemental deep-steel trident of torment (27.5-44 power, 10 apr) elemental deep-steel trident of torment (27.5-44 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +19% acid / +14% darkness / +17% fire / +17% cold / +14% mind / +17% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's blue-steel trident of massacre (31-49.6 power, 8 apr) warbringer's blue-steel trident of massacre (31-49.6 power, 8 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 31.0 - 49.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Physical power: +13 Changes stats: +5 Con Changes resistances penetration: +13% physical Disarm immunity: +18% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
sunsealed elven-silk robe (10 def, 6 armour) sunsealed elven-silk robe (10 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +10 Changes stats: +5 Mag Changes resistances: +10% light / +9% darkness Changes damage: +8% light Maximum life: +36.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Achievements
By 577 the Superhuman Berserker level 20
76th Pyre 122nd year of Ascendancy at 02:23 see stats
By 577 the Superhuman Berserker level 37
79th Pyre 122nd year of Ascendancy at 02:00 see stats
By 577 the Superhuman Berserker level 10
75th Pyre 122nd year of Ascendancy at 00:11 see stats
By 577 the Superhuman Berserker level 20
76th Pyre 122nd year of Ascendancy at 02:23 see stats
By 577 the Superhuman Berserker level 30
77th Pyre 122nd year of Ascendancy at 14:25 see stats
By 577 the Superhuman Berserker level 40
79th Pyre 122nd year of Ascendancy at 20:56 see stats
By 577 the Superhuman Berserker level 27
77th Pyre 122nd year of Ascendancy at 04:14 see stats
By 577 the Superhuman Berserker level 25
77th Pyre 122nd year of Ascendancy at 00:51 see stats
Log
Arena2 is not stunned anymore.
Arena2 has recovered!
Talent Execution is ready to use.
Talent Death Dance is ready to use.
577 feels pain again.
577 uses Death Dance.
Arena2 is recovering from the damage!
Arena2 shrugs off the effect 'Blinded'!
Arena2 starts to bleed.
577 hits Arena2 for 392 physical, 17 fire (409 total damage).
Arena2 uses Stunning Blow.
577 resists the stunning blow!
Arena2 hits 577 for 232 physical, 24 cold (257 total damage).
Arena2 stops regenerating health quickly.
Bleeding from 577 hits Arena2 for 102 physical damage.
Arena2 receives 127 healing.
Bleeding from 577 hits Arena2 for 102 physical damage.
Arena2 receives 127 healing.
Talent Infusion: Regeneration is ready to use.
Arena2 uses Death Dance.
577 starts to bleed.
Arena2 hits 577 for 274 physical damage.
577 the level 41 superhuman berserker was maimed to death by arena2 on level 61 of The Arena.
Arena2 killed 577!
577 no longer revels in blood quite so much.