Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 13 / 81% |
Size | medium |
Lifes / Deaths | Killed by Layymira the giant army ant at level 13 on the 30th Loss 122nd year of Ascendancy at 10:20 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 44 (base 38) |
Dexterity | 18 (base 11) |
Constitution | 30 (base 20) |
Magic | 8 (base 10) |
Willpower | 13 (base 10) |
Cunning | 23 (base 19) |
Resources
Life | -45/432 |
Stamina | 77/124 |
Healing Factor | 1.25 |
Regeneration | 7.3344337206067 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +94.339622641509% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 101 |
Accuracy | 48 |
Crit Chance | 60% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 5% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 41.08934837382 (81.030927835052%) |
Defense | 18 |
Ranged Defense | 21 |
Fatigue | 31 |
Physical Save | 29 |
Spell Save | 10 |
Mental Save | 20 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Instadeath Resistance | 100% |
Pinning Resistance | 51% |
Poison Resistance | 23% |
Disarm Resistance | 41% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
talent | Berserker Rage |
detrimental effect | Reduces global action speed by 6%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | You gain 14% resistance against cold. Resolve |
beneficial effect | Increases critical hit chance by 44%. Berserker Rage |
detrimental effect | Huge cut that bleeds, doing 14.34 physical damage per turn. Bleeding |
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 abandoned lone alchemist to death. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by Betita the king cobra. Escort: lost warrior (level 2 of Old Forest) | failed |
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 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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed green worm. * You've found the needed bear paw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 | miner's pair of hardened leather boots of uncanny dodging (3 def, 10 armour) miner's pair of hardened leather boots of uncanny dodging (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Infravision radius: +1 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 (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Blindenvy (0 def, 4 armour) Blindenvy (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 darkness / 8 blight Changes stats: +4 Cun / +4 Dex Changes resistances: +8% fire / +6% darkness / +8% cold Changes resistances penetration: +10% darkness / +15% light Physical save: +14 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | dwarven-steel torque of kinetic psionic shield [power 81] (8/20 cooldown) dwarven-steel torque of kinetic psionic shield [power 81] (8/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 81 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of fire (+20%) copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
On fingers | marksman's gold ring of perseverance marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +24% Life regen: +2.20 Rings can have magical properties. |
Around waist | hardened leather belt 'Pusblight' hardened leather belt 'Pusblight'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +15% nature / +6% lightning Changes resistances penetration: +20% nature Changes damage: +15% nature Mental save: +8 (+4 eff.) Mindpower: +8 (+4 eff.) A belt that goes around your waist. |
In main hand | balanced dwarven-steel greatmaul of massacre (51.5-77.25 power, 2 apr) balanced dwarven-steel greatmaul of massacre (51.5-77.25 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: 51.5 - 77.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+4 eff.) Disarm immunity: +41% Massive two-handed mauls. |
On hands | storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 lightning Changes stats: +2 Dex Changes resistances: +7% lightning Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Sparkrip the dwarven-steel plate armour (5 def, 14 armour) Sparkrip the dwarven-steel plate armour (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+3 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +8% acid / +8% cold / +5% arcane / +6% lightning Changes resistances penetration: +20% arcane Changes damage: +12% arcane Allows you to breathe in: water A suit of armour made of metal plates. |
Cloak | linen cloak 'Stormransom' (1 def, 0 armour) linen cloak 'Stormransom' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% blight / +6% fire / +3% light / +3% temporal Changes damage: +9% lightning Spell save: +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | cleansing copper amulet of constitution (+2) cleansing copper amulet of constitution (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% nature / +12% blight Poison immunity: +23% Disease immunity: +20% Amulets can have magical properties. |
Inventory
movement infusion of the warrior (496% speed; 6 turns) movement infusion of the warrior (496% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +24% Rings can have magical properties. |
Shadowfiend (0 def, 1 armour) Shadowfiend (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 5 lightning Changes stats: +2 Str Changes resistances: +6% lightning / +2% physical Changes damage: +4% lightning Life regen: +0.40 Only die when reaching: -80.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
Boruntir the rough leather cap (0 def, 5 armour) Boruntir the rough leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +2% physical Changes damage: +15% physical Stamina each turn: +1.00 A cap made of leather. |
linen wizard hat 'Flarestreak' (1 def, 0 armour) linen wizard hat 'Flarestreak' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% lightning / +12% fire / +12% mind Changes resistances penetration: +10% fire Changes damage: +11% lightning / +15% fire A pointy cloth hat, very wizardly... |
Daimidugar the steel mail armour (11 def, 6 armour) Daimidugar the steel mail armour (11 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +14% Changes stats: +3 Str Changes resistances: +7% arcane Spell save: +14 (+12 eff.) Stamina each turn: +0.40 Only die when reaching: -80.00 life Maximum stamina: +20.00 A suit of armour made of mail. |
agate 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
Earthvengeance (dig speed 19 turns) Earthvengeance (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +5 Str / +2 Dex Changes resistances: +6% fire / +6% darkness / +9% nature Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature 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. |
Ce'Niyawe [power 107] (8/20 cooldown) Ce'Niyawe [power 107] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +7 Str / +2 Dex / +4 Con It can be used to heal a target within range 6 (based on Willpower) for 107, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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 citrine 2 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. |
zircon 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 Trashcan the Dwarf Berserker level 13
42nd Profit 122nd year of Ascendancy at 06:35 see stats
By Trashcan the Dwarf Berserker level 13
37th Profit 122nd year of Ascendancy at 22:47 see stats
By Trashcan the Dwarf Berserker level 10
15th Profit 122nd year of Ascendancy at 22:32 see stats
By Trashcan the Dwarf Berserker level 13
4th Dearth 122nd year of Ascendancy at 20:13 see stats
By Trashcan the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 07:30 see stats
By Trashcan the Dwarf Berserker level 9
2nd Profit 122nd year of Ascendancy at 04:15 see stats
Log
Trashcan stops bleeding.
Trashcan receives 171 healing from Infusion: Healing.
There is an exit to the worldmap here (press '' or right click to use).
Layymira the giant army ant rushes out!
Trashcan starts to bleed.
Trashcan is invigorated by the attack!
Trashcan is invigorated by the attack!
Trashcan is dazed!
Layymira the giant army ant receives 49 healing.
Layymira the giant army ant hits Trashcan for 76 physical, 9 cold, 22 physical, 9 cold (115 total damage).
Trashcan hits Layymira the giant army ant for 11 darkness, 7 blight, 11 darkness, 7 blight (37 total damage).
Trashcan is not dazed anymore.
Trashcan rearms.
Talent Warshout is ready to use.
Bleeding from Layymira the giant army ant hits Trashcan for 10 physical damage.
You cannot go into the wilds with the following effects: Slow, Bleeding
Trashcan uses Warshout.
Layymira the giant army ant wanders around!.
Layymira the giant army ant uses Stun.
Trashcan is invigorated by the attack!
Trashcan is invigorated by the attack!
Trashcan resists the stunning blow!
Layymira the giant army ant receives 49 healing.
Layymira the giant army ant hits Trashcan for 55 physical, 9 cold, 15 physical, 9 cold (87 total damage).
Trashcan hits Layymira the giant army ant for 11 darkness, 7 blight, 11 darkness, 7 blight (37 total damage).
Bleeding from Layymira the giant army ant hits Trashcan for 14 physical damage.
Layymira the giant army ant uses To The Arms.
Saving game...