Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Addons | Wights 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Wight |
Class | Berserker |
Level / Exp | 14 / 78% |
Size | big |
Lifes / Deaths | Killed by skeleton warrior at level 2 on the 76th Pyre 122nd year of Ascendancy at 14:25 0 / 6Killed by elven cultist at level 14 on the 11st Haze 122nd year of Ascendancy at 15:08 Killed by Auon the thalore at level 14 on the 32nd Haze 122nd year of Ascendancy at 01:57 Killed by war hound at level 14 on the 32nd Haze 122nd year of Ascendancy at 02:37 Killed by Lanhhien the shalore at level 14 on the 36th Haze 122nd year of Ascendancy at 16:50 Killed by forest wight at level 14 on the 38th Haze 122nd year of Ascendancy at 03:16 |
Primary Stats
Strength | 38 (base 30) |
Dexterity | 20 (base 20) |
Constitution | 35 (base 22) |
Magic | 10 (base 10) |
Willpower | 22 (base 13) |
Cunning | 23 (base 16) |
Resources
Life | -13/492 |
Mana | 238/238 |
Stamina | 135/139 |
Healing Factor | 1 |
Regeneration | 2.45 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 69 |
Accuracy | 37 |
Crit Chance | 16% |
APR | 7 |
Speed | 1.11 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27.8 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Cold | +10% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 13.5 |
Ranged Defense | 13.5 |
Fatigue | 8 |
Physical Save | 30.7125 |
Spell Save | 22.0375 |
Mental Save | 16.625 |
Defense: Resistances
Light | -10%( 70%) |
Mind | + 12%( 70%) |
Physical | + 11%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 58%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Bleed Resistance | 50% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (2/3)
Rune | Effective talent level: 1.0 Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 10. |
Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Wight | 1.10 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/10 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
talent | Precise Strikes |
detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 1.20, and stamina regeneration by 0.24. Bloodbath |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 |
You arose as a wight in a desolate, malevolent place. Wight from the BeginningYet you really don't feel like spending the rest of your miserable unlife haunting these accursed moors... | done |
Equipment
On feet | Jetreign (0 def, 3 armour) Jetreign (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer is hit: 16 darkness Critical mult.: +5.00% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 10 fire Light radius: +2 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. |
On head | Elann (1 def, 0 armour) Elann (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +5% arcane / +6% cold Physical save: +9 A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
On fingers | warrior's copper ring of frost (+20%) warrior's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
On fingers | Heatkiller HeatkillerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% mind Changes damage: +12% fire Rings can have magical properties. |
Around waist | monstrous rough leather belt monstrous rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +4 Con Physical save: +6 Size category: +1 A belt that goes around your waist. |
In main hand | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On hands | Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item, costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
Main armor | Ulyrak (1 def, 2 armour) Ulyrak (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes stats: +5 Cun Changes resistances penetration: +10% mind Mindpower: +2 A suit of armour made of leather. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Around neck | inertial copper amulet of the fish inertial copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold Allows you to breathe in: water Pinning immunity: +21% Stamina each turn: +0.20 Amulets can have magical properties. |
Inventory
Newly picked up manasurge rune (826% regen over 10 turns; 41 instant mana)manasurge rune (826% regen over 10 turns; 41 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 826% over 10 turns and instantly restoring 41 mana. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Newly picked up caustic iron dagger of gravity (4-5.2 power, 5 apr)caustic iron dagger of gravity (4-5.2 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.0 - 5.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +5 gravity Damage conversion: 21% acid blind When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +5% physical Life regen: +0.40 Sharp, short and deadly. |
Newly picked up icy steel dagger of paradox (9-11.7 power, 6 apr)icy steel dagger of paradox (9-11.7 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 ice / +5 temporal When wielded/worn: Damage when the wearer is hit: 5 temporal Changes resistances: +6% temporal Sharp, short and deadly. |
Newly picked up slime-covered steel greatsword of the leech (23.5-37.6 power, 2 apr)slime-covered steel greatsword of the leech (23.5-37.6 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +12 slime When wielded/worn: Damage when the wearer is hit: 9 slime Massive two-handed swords. |
Newly picked up inquisitor's steel mace of the leech (14.5-20.3 power, 3 apr)inquisitor's steel mace of the leech (14.5-20.3 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +13 manaburn / +8 slime When wielded/worn: Damage when the wearer is hit: 8 slime Blunt and deadly. |
Newly picked up vined mindstar of slime (4-4.4 power, 18 apr, mind damage)vined mindstar of slime (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 slime Changes damage: +4% nature Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Newly picked up blighted ash starstaff (15-18 power, 3 apr, temporal damage)blighted ash starstaff (15-18 power, 3 apr, temporal damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Vim when firing critical spell: +1.00 Maximum vim: +10.00 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Newly picked up greater ash vilestaff (15-18 power, 3 apr, acid damage)greater ash vilestaff (15-18 power, 3 apr, acid damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid / +15% blight / +15% darkness / +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Newly picked up insulating rough leather belt of carryinginsulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% cold / +5% fire Maximum encumberance: +23 A belt that goes around your waist. |
Newly picked up shimmering woollen robe of spell shielding (0 def, 0 armour)shimmering woollen robe of spell shielding (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +12% arcane Spell save: +15 Maximum mana: +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Newly picked up cured leather armour of Eyal (2 def, 4 armour)cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +0.50 Maximum life: +40.00 Healing mod.: +15% A suit of armour made of leather. |
Newly picked up troll-hide rough leather armour of Eyal (1 def, 2 armour)troll-hide rough leather armour of Eyal (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Life regen: +2.50 Maximum life: +44.00 Healing mod.: +10% A suit of armour made of leather. |
Newly picked up steel plate armour of spell shielding (4 def, 9 armour)steel plate armour of spell shielding (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 4) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Spell save: +11 A suit of armour made of metal plates. |
opal 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 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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, 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
By Wicket the Wight Berserker level 11
29th Dusk 122nd year of Ascendancy at 19:26 see stats
By Wicket the Wight Berserker level 10
11st Dusk 122nd year of Ascendancy at 23:12 see stats
By Wicket the Wight Berserker level 13
45th Dusk 122nd year of Ascendancy at 21:43 see stats
Log
Degenerated skeleton warrior hits Wicket for 26 physical damage.
Degenerated skeleton warrior misses Wicket.
Wicket hits degenerated skeleton warrior for 68 physical damage.
Wicket performs a critical strike!
Wicket hits degenerated skeleton warrior for 128 physical damage.
Wicket killed degenerated skeleton warrior!
Wicket hits degenerated skeleton warrior for 90 physical damage.
Ghast uses Summon.
Ghast summons ghoul!
Degenerated skeleton warrior hits Wicket for 31 physical damage.
Wicket hits degenerated skeleton warrior for 16 darkness, 12 fire damage (total 27.20).
Wicket hits degenerated skeleton warrior for 83 physical damage.
Degenerated skeleton warrior hits Wicket for 34 physical damage.
Wicket hits degenerated skeleton warrior for 16 darkness damage.
Wicket killed degenerated skeleton warrior!
There is an item here: vined mindstar of slime (4-4.4 power, 18 apr, mind damage)
Wicket picks up (f.): vined mindstar of slime (4-4.4 power, 18 apr, mind damage).
You pickup 0.80 gold pieces.
There is an item here: steel plate armour (4 def, 9 armour)
Wicket hits skeleton warrior for 102 physical damage.
Skeleton warrior uses Stunning Blow.
Wicket is stunned!
Skeleton warrior hits Wicket for 56 physical, 8 darkness damage (total 63.70).
Wicket hits skeleton warrior for 16 darkness, 12 fire damage (total 27.20).
Wicket performs a critical strike!
Wicket hits skeleton warrior for 51 physical damage.
Forest wight casts Lightning.
Saving done.
Saving done.
Saving game...