Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 19 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 1 on the 74th Pyre 122nd year of Ascendancy at 13:11 0 / 6Killed by Faeram at level 11 on the 4th Haze 122nd year of Ascendancy at 18:43 Killed by Borfast the Broken at level 16 on the 55th Haze 122nd year of Ascendancy at 18:02 Killed by Borfast the Broken at level 16 on the 55th Haze 122nd year of Ascendancy at 19:59 Killed by The Master at level 17 on the 57th Haze 122nd year of Ascendancy at 15:08 Killed by ice turtle at level 19 on the 2nd Decay 122nd year of Ascendancy at 12:50 |
Primary Stats
| Strength | 54 (base 47) |
| Dexterity | 20 (base 15) |
| Constitution | 51 (base 47) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 15 (base 15) |
Resources
| Life | -71/669 |
| Stamina | 130/159 |
| Healing Factor | 1 |
| Regeneration | 13.197913663698 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +90.909090909091% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 51 |
| Crit Chance | 23% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.7 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 61 (100%) |
| Defense | 11.5 |
| Ranged Defense | 11.5 |
| Fatigue | 8 |
| Physical Save | 29.25 |
| Spell Save | 45.65 |
| Mental Save | 20.6 |
Defense: Resistances
| All | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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 techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Effects
| detrimental effect | Reduces global action speed by 10%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 39 life each turn. Recovery |
| beneficial effect | The thrill of combat improves the target's maximum life by 5%, life regeneration by 3.17, and stamina regeneration by 0.63. Bloodbath |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is on fire, taking 11.16 fire damage per turn. Volcanic Shell Burning |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the injured seer from death by umbral horror. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Faeram. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Strength 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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
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. | 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 has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Undeathbliss (0 def, 3 armour) Undeathbliss (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Lck / +4 Dex Changes resistances penetration: +10% nature Changes damage: +6% nature Stealth bonus: +7 A pair of boots made of leather. |
| Quiver | arcing pouch of iron shots (20/20, 15.5-18.6 power, 1 apr) arcing pouch of iron shots (20/20, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +5 lightning Shots are used with slings to pummel your foes to death. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +10 Absorbs all darkness (power 54, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 195.62 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | bladed hardened leather cap (0 def, 3 armour) bladed hardened leather cap (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): 7 physical Changes stats: +2 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 127.4 Physical damage. If the attack hits, the target is confused (33% 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 | Glymina the yew wand of firewall [power 121] (5 cooldown) Glymina the yew wand of firewall [power 121] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes damage: +6% physical Critical mult.: +3.00% Disarm immunity: +10% It can be used to creates a wall of flames lasting for 4 turns (dam 121 overall), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Fulychak the Galevenom Fulychak the GalevenomInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% acid / +6% cold / +6% darkness / +3% light Changes damage: +10% acid Rings can have magical properties. |
| On fingers | Stormwreck the stralite ring Stormwreck the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Spellpower: +13 (+6 eff.) Mindpower: +9 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
| Around waist | hardened leather belt 'Thunderwreath' hardened leather belt 'Thunderwreath'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +3% mind / +6% lightning Maximum life: +33.00 A belt that goes around your waist. |
| In main hand | Khelarodil the stralite greatmaul (72.5-108.75 power, 6 apr) Khelarodil the stralite greatmaul (72.5-108.75 power, 6 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 72.5 - 108.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +1 Changes stats: +1 Str / +1 Dex Massive two-handed mauls. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | impenetrable steel plate armour (4 def, 16 armour) impenetrable steel plate armour (4 def, 16 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: +16 Defense: +4 (+4 eff.) Fatigue: +22% A suit of armour made of metal plates. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 65.13 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Elixir of Explosive Force Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
This item will automatically be transmogrified when you leave the level. Xanema the pair of dwarven-steel boots (0 def, 4 armour)Xanema the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +3% temporal Maximum encumbrance: +22 Physical save: +7 (+4 eff.) Mindpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel pickaxe of endurance (dig speed 30 turns) dwarven-steel pickaxe of endurance (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Faeram the Cornac Berserker level 19
60th Haze 122nd year of Ascendancy at 11:18 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Faeram the Cornac Berserker level 11
56th Dusk 122nd year of Ascendancy at 18:33 see stats
Level 10
Got a character to level 10.By Faeram the Cornac Berserker level 10
40th Dusk 122nd year of Ascendancy at 07:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Faeram the Cornac Berserker level 12
11st Haze 122nd year of Ascendancy at 23:12 see stats
Size matters
Did over 600 damage in one attack.By Faeram the Cornac Berserker level 16
55th Haze 122nd year of Ascendancy at 19:19 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Faeram the Cornac Berserker level 11
7th Haze 122nd year of Ascendancy at 21:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Faeram the Cornac Berserker level 19
60th Haze 122nd year of Ascendancy at 12:18 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Faeram the Cornac Berserker level 17
58th Haze 122nd year of Ascendancy at 02:36 see stats
Log
Spiked Shell hits Faeram for 19 physical damage.
Ice turtle misses Faeram.
Spiked Shell hits Faeram for 1 lightning, 1 physical (3 total damage).
Faeram hits Turtle for (8 resist armour), 0 lightning, (5 resist armour), 0 physical (0 total damage).
Ice turtle casts Ice Shards.
Volcanic Shell Burning from Volcanic turtle hits Faeram for 7 fire damage.
Faeram receives 39 healing.
Ice turtle is not dazed anymore.
Earth turtle's shell absorbed 9 damage!
Earth turtle is not dazed anymore.
Icy Shell hits Faeram for 8 cold damage.
Bleeding from Faeram hits Earth turtle for 9 physical damage.
Bleeding from Faeram hits Ice turtle for 1 physical damage.
Turtle receives 6 healing.
Turtle is not dazed anymore.
Turtle is encased in ice!
Spiked Shell hits Ice turtle for 1 cold damage.
Volcanic turtle's Volcanic Rock hits Volcanic turtle for 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [37 healing].
Volcanic turtle's Volcanic Rock hits Faeram for 4 fire, 4 physical (8 total damage).
Ice turtle hits Turtle for (55 absorbed), 0 cold (0 total damage).
Ice turtle's Ice Shards hits Turtle for (8 resist armour) damage.
The shield around turtle crumbles.
Turtle is free from the ice.
Spiked Shell hits Iceblock for 5 cold damage.
Ice turtle's Ice Shards hits Turtle for (8 resist armour), (30 absorbed), (10 to ice), 15 cold (15 total damage).
Ice turtle slows down.
Icy Shell hits Ice turtle for 15 cold damage.
Ice turtle's Ice Shards hits Faeram for 85 cold damage.
Ice turtle hits Ice turtle for 83 cold damage.
Saving game...
