











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 16 / 41% |
Size | medium |
Lifes / Deaths | Killed by The Withering Thing at level 11 on the 6th Profit 122nd year of Ascendancy at 00:57 0 / 6Killed by Jorodfto at level 14 on the 41st Profit 122nd year of Ascendancy at 16:38 Killed by gwelgoroth at level 14 on the 2nd Wealth 122nd year of Ascendancy at 05:51 Killed by ultimate gwelgoroth at level 15 on the 2nd Wealth 122nd year of Ascendancy at 10:29 Killed by Ademina the rogue at level 15 on the 8th Wealth 122nd year of Ascendancy at 09:05 Killed by Jorodfto at level 16 on the 11st Wealth 122nd year of Ascendancy at 17:12 |
Primary Stats
Strength | 55 (base 43) |
Dexterity | 12 (base 11) |
Constitution | 36 (base 33) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -128/681 |
Stamina | 160/160 |
Healing Factor | 1.3079202340233 |
Regeneration | 1.2425242223221 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 101 |
Accuracy | 32 |
Crit Chance | 14% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +11% |
Mind | +6% |
Arcane | +3% |
Cold | +4% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Mind | +5% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 27.317011280365 (72.903125182002%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 12 |
Physical Save | 31 |
Spell Save | 25 |
Mental Save | 28 |
Defense: Resistances
Blight | + 9%( 70%) |
Cold | + 18%( 70%) |
All | + 7%( 70%) |
Lightning | + 9%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 23%( 70%) |
Mind | + 12%( 70%) |
Fire | + 12%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Disarm Resistance | 44% |
Pinning Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by Jorodfto. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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. | 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 |
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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +1 Resists +6% fire +6% cold Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 80% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +2 Resists +6% cold Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +6 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +16% nature +6% temporal Phys.save +3 (+1 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% physical Acc +20 (+9 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% lightning +3% darkness Spell.save +3 (+1 eff.) Max.HP +26.00 Disarm- +22% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% mind Res.pen +5% mind Melee Ret 2 darkness ----- def ----- Resists +6% darkness HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +3% arcane Res.pen +10% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +3% blight +6% mind +9% darkness Spell.save +3 (+1 eff.) Mind.save +11 (+5 eff.) A suit of armour made of mail. |
In main hand | ![]() 5.0 T3 greatmaul 2H weapon [Ego+] Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed mauls. |
Cloak | ![]() 2.0 T3 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 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. |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Resists +3% nature +9% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +2% Spell.pwr +15 (+10 eff.) Dmg.mod +19% darkness ---------- misc Max.mana +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +11% nature +10% blight A suit of armour made of mail. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 199/400 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Jorodfto the Dwarf Berserker level 10
2nd Profit 122nd year of Ascendancy at 06:53 see stats
By Jorodfto the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 05:20 see stats
By Jorodfto the Dwarf Berserker level 9
1st Acquisition 122nd year of Ascendancy at 19:55 see stats
By Jorodfto the Dwarf Berserker level 16
8th Wealth 122nd year of Ascendancy at 20:04 see stats
Log
You are crushed by the collapsing tunnel! You suffocate!
Jorodfto is recovering from the damage!
Unstable sand tunnel hits Jorodfto for 170 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
The Cog spins up and deflects the blow from Jorodfto!
Unstable sand tunnel hits Jorodfto for 0 physical damage.
You collect a new ingredient: sandworm tooth (1).
Jorodfto hits Sandworm for 124 physical damage.
Jorodfto killed Sandworm!
The unstable sand tunnel collapses!
Jorodfto uses Infusion: Movement.
Jorodfto is moving at extreme speed!
You don't see how to get there...
Jorodfto starts suffocating to death!
Jorodfto is suffocating.
Jorodfto slows down.
Jorodfto uses Infusion: Healing.
Jorodfto receives 65 healing from Infusion: Healing.
Jorodfto uses Infusion: Regeneration.
Jorodfto starts regenerating health quickly.
Space around you starts to dissolve...
Jorodfto the level 16 dwarf berserker suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.