Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 20 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 17 on the 79th Haze 122nd year of Ascendancy at 13:55 1 / 4Killed by fire wyrm at level 17 on the 79th Haze 122nd year of Ascendancy at 14:10 Killed by mad druid at level 19 on the 62nd Regrowth 123rd year of Ascendancy at 09:39 Killed by Arodalle the zombie bunny at level 20 on the 62nd Regrowth 123rd year of Ascendancy at 23:58 |
| Antimagic | Follower |
Primary Stats
| Strength | 73 (base 48) |
| Dexterity | 36 (base 19) |
| Constitution | 38 (base 35) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 572/572 |
| Stamina | 182/182 |
| Healing Factor | 1.3 |
| Regeneration | 8.8510573322373 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 54 |
| Crit Chance | 10% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 47 (97.241379310345%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 27 |
| Physical Save | 42 |
| Spell Save | 33 |
| Mental Save | 24 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 57% |
| Stun Resistance | 44% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +2. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 34. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed ice ant stinger. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chyyon (0 def, 5 armour) Chyyon (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +8 Lck / +5 Dex Reduces incoming crit damage: 5.00% Stealth bonus: +5 Blindness immunity: +15% 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 (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed hardened leather cap of strength (+6) (0 def, 3 armour) bladed hardened leather cap of strength (+6) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 5 physical Changes stats: +6 Str 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 200.5 Physical damage. If the attack hits, the target is confused (38% effect) 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 and Accuracy. A cap made of leather. |
| Tool | iron pickaxe of wreckage (dig speed 28 turns) iron pickaxe of wreckage (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +2 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's gold ring of pilfering sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +11 Defense: +10 (+5 eff.) Changes stats: +6 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Vorarianne the hardened leather belt Vorarianne the hardened leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +3 Str / +4 Dex / +3 Wil / +4 Cun / +2 Con Changes resistances: +3% physical Changes resistances penetration: +13% physical Changes damage: +8% physical Physical save: +20 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +13 (+7 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
| In main hand | balanced dwarven-steel greatmaul of massacre (53.5-80.25 power, 2 apr) balanced dwarven-steel greatmaul of massacre (53.5-80.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+4 eff.) Disarm immunity: +32% Massive two-handed mauls. |
| On hands | Hellsdash (0 def, 1 armour) Hellsdash (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage when hit (Melee): 8 fire Changes stats: +3 Str Changes damage: +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour) radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 5 light Changes stats: +4 Str / +1 Wil / +1 Con Changes resistances: +7% acid / +5% physical / +13% darkness / +17% blight / +7% cold / +7% lightning / +10% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +24% Knockback immunity: +23% Light radius: +1 A suit of armour made of metal plates. |
| Cloak | thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
Elyra the dwarven-steel gauntlets (0 def, 2 armour) =aa= Elyra the dwarven-steel gauntlets (0 def, 2 armour) =aa=Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes resistances: +7% lightning Changes damage: +5% lightning Spell save: +15 (+7 eff.) Blindness immunity: +5% Disease immunity: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
spiked steel plate armour of lightning resistance (4 def, 9 armour) spiked steel plate armour of lightning resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 10 physical Changes resistances: +16% lightning A suit of armour made of metal plates. |
76 alchemist agate 76 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% 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 after 40 turns, 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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Thor the Cornac Berserker level 17
49th Haze 122nd year of Ascendancy at 16:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Thor the Cornac Berserker level 8
7th Flare 122nd year of Ascendancy at 02:46 see stats
Exterminator
Killed 1000 creatures.By Thor the Cornac Berserker level 17
8th Allure 123rd year of Ascendancy at 15:43 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thor the Cornac Berserker level 16
41st Haze 122nd year of Ascendancy at 19:37 see stats
Level 10
Got a character to level 10.By Thor the Cornac Berserker level 10
12nd Dusk 122nd year of Ascendancy at 01:00 see stats
Level 20
Got a character to level 20.By Thor the Cornac Berserker level 20
62nd Regrowth 123rd year of Ascendancy at 17:31 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Thor the Cornac Berserker level 11
23rd Dusk 122nd year of Ascendancy at 11:05 see stats
Size matters
Did over 600 damage in one attack.By Thor the Cornac Berserker level 14
35th Haze 122nd year of Ascendancy at 23:28 see stats
The Arena
Unlocked Arena mode.By Thor the Cornac Berserker level 6
77th Pyre 122nd year of Ascendancy at 19:21 see stats
The secret city
Discovered the truth about mages.By Thor the Cornac Berserker level 11
26th Dusk 122nd year of Ascendancy at 00:46 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Thor the Cornac Berserker level 17
79th Haze 122nd year of Ascendancy at 04:49 see stats
Log
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
Zombie bunny is silenced!
Xada of the Bunnypocalypse's aether beam hits Zombie bunny for 18 arcane damage.
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
Xada of the Bunnypocalypse misses Isowe the cute little bunny.
Isowe the cute little bunny throws Xada of the Bunnypocalypse to the ground!
Xada of the Bunnypocalypse is dazed!
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 1 arcane damage.
Isowe the cute little bunny hits Xada of the Bunnypocalypse for 28 physical damage.
Isowe the cute little bunny throws two quick punches.
Xada of the Bunnypocalypse is not dazed anymore.
Isowe the cute little bunny performs a melee critical strike against Xada of the Bunnypocalypse!
Xada of the Bunnypocalypse shrugs off the critical damage!
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
Isowe the cute little bunny hits Xada of the Bunnypocalypse for 21 physical, , 3 arcane, 16 physical, , 0 arcane (39 total damage).
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
There is a way to the previous level here (press '' or right click to use).
Xada of the Bunnypocalypse's aether beam hits Arodalle the zombie bunny for 2 arcane damage.
Arodalle the zombie bunny feeds his thorny mindstar with psychic energy from Thor!
Arodalle the zombie bunny hits Thor for 61 mind damage.
Thor the level 20 cornac berserker was mindraped to death by Arodalle the zombie bunny (how pathetic) on level 2 of Pikataclysm.
You have 1 life(s) left.
Thor feels pain again.
Thor is no longer attuned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
