Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! 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:
Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 38 / 42% |
Size | medium |
Lifes / Deaths | Killed by Emelolenor the spitting spider at level 33 on the 30th Haze 122nd year of Ascendancy at 14:31 5 / 2Killed by Donglord 2's Inner Demon at level 34 on the 30th Haze 122nd year of Ascendancy at 18:26 |
Primary Stats
Strength | 63 (base 60) |
Dexterity | 32 (base 21) |
Constitution | 66 (base 60) |
Magic | 25 (base 10) |
Willpower | 24 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | 1174/1174 |
Stamina | 241/241 |
Equilibrium | 0 |
Healing Factor | 1.42 |
Regeneration | 2.627 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 8 |
See Invisible | 21 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 115 |
Accuracy | 59 |
Crit Chance | 31% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22.5 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 23.6 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Penetration
All | +6% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 26.25 |
Ranged Defense | 26.25 |
Fatigue | 15 |
Physical Save | 41.458333333333 |
Spell Save | 21.1875 |
Mental Save | 29.8625 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 322 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Berserker Rage |
Quests
You failed to protect the injured seer from death by Isuratta the degenerated skeleton warrior. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic 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 |
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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed honey tree root. | 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 | pair of iron boots 'Gulathasus' (0 def, 3 armour) pair of iron boots 'Gulathasus' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +3 Mag / +5 Wil / +6 Cun Changes resistances: +5% fire / +6% cold Changes resistances penetration: +5% acid Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | iron gauntlets 'Strikevenom' (0 def, 1 armour) iron gauntlets 'Strikevenom' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +1 Damage (Melee): 6 light Changes stats: +4 Dex / +1 Wil / +2 Cun / +2 Con Changes resistances: +6% light Changes damage: +4% light / +6% lightning See invisible: +9 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Tarrolin the Toxinbrawn (0 def, 3 armour) Tarrolin the Toxinbrawn (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +15% nature / +3% darkness Changes resistances penetration: +5% nature Changes damage: +9% nature Physical save: +12 (+4 eff.) Spell save: +4 (+2 eff.) Maximum life: +50.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | rushing yew totem of thorny skin [power 36] (20 cooldown) rushing yew totem of thorny skin [power 36] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
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 | Isegavena the Sunminister (14 def, 12 armour) Isegavena the Sunminister (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +14 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 4 light Changes stats: +2 Str / +2 Mag / +5 Cun / +1 Con Changes resistances: +18% acid / +13% light / +13% darkness Changes resistances penetration: +5% light Changes damage: +3% light Mental save: +15 (+8 eff.) See invisible: +3 A suit of armour made of leather. |
In main hand | Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +12 disarming acid When wielded/worn: Changes stats: +1 Str / +3 Dex / +3 Mag / +1 Wil / +3 Cun / +1 Con Changes damage: +4% acid Agate: Acid It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Light source | Strikeriver StrikeriverInfused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * Slows global speed by 40% * 15% chance to daze Changes stats: +2 Con Changes resistances: +15% blight / +3% cold / +6% nature Changes resistances penetration: +5% lightning / +6% all Mental save: +6 (+3 eff.) Life regen: +1.60 Light radius: +3 See stealth: +8 See invisible: +9 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 | Glarewither (1 def, 0 armour) Glarewither (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to blind * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 light Changes stats: +5 Mag / +4 Wil Changes resistances: +6% light Spell crit. chance: +5% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Nimbuswreck' copper amulet 'Nimbuswreck'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+4 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 physical Changes stats: +7 Lck / +1 Dex Changes resistances: +12% fire / +11% cold Physical save: +6 (+2 eff.) Maximum life: +10.00 Maximum stamina: +15.00 Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Inventory
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 33% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Chamedovon the steel mail armour (2 def, 6 armour) Chamedovon the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 4 arcane / 8 physical Changes stats: +2 Dex / +1 Con Changes resistances: +15% acid / +17% cold / +12% light / +11% darkness Healing mod.: +5% A suit of armour made of mail. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
242 alchemist agate 242 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Donglord 2 the Cornac Berserker level 10
78th Pyre 122nd year of Ascendancy at 17:34 see stats
By Donglord 2 the Cornac Berserker level 20
9th Mirth 122nd year of Ascendancy at 02:34 see stats
By Donglord 2 the Cornac Berserker level 30
30th Haze 122nd year of Ascendancy at 02:46 see stats
By Donglord 2 the Cornac Berserker level 20
9th Mirth 122nd year of Ascendancy at 03:55 see stats
Log
You gain 0.10 gold from the transmogrification of linen wizard hat (1 def, 0 armour).
You gain 2.52 gold from the transmogrification of umbral dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour).
You gain 4.72 gold from the transmogrification of verdant cashmere robe (2 def, 0 armour).
You gain 0.51 gold from the transmogrification of mindwoven woollen robe (0 def, 0 armour).
You gain 2.23 gold from the transmogrification of thick linen cloak of battle (1 def, 6 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 4.58 gold from the transmogrification of balanced voratun waraxe (39-54.6 power, 6 apr).
You gain 4.46 gold from the transmogrification of shimmering yew magestaff of power (20-24 power, 4 apr, lightning element).
You gain 5.34 gold from the transmogrification of ethereal ash magestaff (15-18 power, 3 apr, fire element).
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, cold element).
You gain 25.00 gold from the transmogrification of Cobrashear the elven-wood starstaff (25-30 power, 5 apr, light element).
You gain 0.50 gold from the transmogrification of vined mindstar (5-5.5 power, 18 apr, mind damage).
You gain 1.84 gold from the transmogrification of gifted thorny mindstar of the jelly (8.5-9.35 power, 24 apr, mind damage).
You gain 0.25 gold from the transmogrification of iron longsword (10.5-14.7 power, 2 apr).
You gain 3.45 gold from the transmogrification of insidious steel longsword of persecution (14-19.6 power, 3 apr).
You gain 1.92 gold from the transmogrification of chilling stralite longsword (36-50.4 power, 5 apr).
You gain 3.19 gold from the transmogrification of arcing iron greatsword of paradox (14.5-23.2 power, 1 apr).
You gain 2.21 gold from the transmogrification of vision rune of the warrior (radius 10; dur 20; see dragon).
You gain 1.08 gold from the transmogrification of teleportation rune of the titan (range 121).
You gain 2.26 gold from the transmogrification of shielding rune of the psychic (absorb 327 for 4 turns).
You gain 1.09 gold from the transmogrification of manasurge rune of the duelist (728% regen over 10 turns; 36 instant mana).
You gain 2.21 gold from the transmogrification of acid wave rune of the psychic (166 acid damage; dur 5; apply 35).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (resist 20%; cure mental).
You gain 1.00 gold from the transmogrification of wild infusion (resist 17%; cure physical).
You gain 1.14 gold from the transmogrification of sun infusion of the psychic (rad 7; power 35; turns 4; dispells darkness).
You gain 2.29 gold from the transmogrification of insidious poison infusion of the psychic (28 nature damage, 25% healing reduction).
You gain 1.06 gold from the transmogrification of healing infusion of the sneak (heal 82).
There is a way to the previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Donglord 2 deactivates Berserker Rage.