











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 17 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Jabumel the halfling at level 7 on the 2nd Acquisition 122nd year of Ascendancy at 01:09 0 / 6Killed by gloomy giant venus flytrap at level 11 on the 12nd Profit 122nd year of Ascendancy at 19:35 Killed by orc corruptor at level 11 on the 28th Profit 122nd year of Ascendancy at 00:07 Killed by orc corruptor at level 11 on the 28th Profit 122nd year of Ascendancy at 00:23 Killed by Betymira the gelatinous cube at level 15 on the 3rd Wealth 122nd year of Ascendancy at 13:36 Killed by Celia at level 17 on the 13rd Dearth 122nd year of Ascendancy at 04:03 |
| Antimagic | Follower |
Primary Stats
| Strength | 62 (base 44) |
| Dexterity | 21 (base 11) |
| Constitution | 35 (base 27) |
| Magic | 8 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 21 (base 18) |
Resources
| Life | -83/624 |
| Stamina | 193/193 |
| Equilibrium | 0 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 4.3704910416318 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 53 |
| Crit Chance | 11% |
| APR | 8 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +9% |
| Physical | +10% |
| Nature | +16% |
| Arcane | +18% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +13% |
| Arcane | +10% |
| Mind | +15% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 41.723073231957 (96.438666929426%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 30 |
| Physical Save | 34 |
| Spell Save | 36 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 44%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 30%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 30%( 70%) |
| Lightning | + 12%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Teleport Resistance | 20% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
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: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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 / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by Zubera the stone troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | 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. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Zadig' (5 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +5 (+3 eff.) Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +10% arcane Changes damage: +18% arcane Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Ce'Nulrath the dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Str / +2 Wil Changes resistances penetration: +15% mind / +13% physical Critical mult.: +20.00% Hate when firing a critical mind attack: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Toredar the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Wil Changes resistances: +22% nature Changes damage: +11% nature Critical mult.: +5.00% Mindpower: +10 (+5 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
| On fingers | steel ring 'Mardustir'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% cold / +24% mind / +6% temporal Changes damage: +12% mind Rings make your fingers look great! |
| Around waist | Layakira the DarkspitterCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Changes resistances: +3% darkness Changes damage: +9% light / +6% darkness Stealth bonus: +5 Light radius: +1 A belt that goes around your waist. |
| In main hand | Voidwrecker (38-62 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +5 Dex Changes resistances: +12% acid / +3% mind / +6% darkness Physical save: +3 (+1 eff.) Maximum life: +40.00 Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
| On hands | Lorurab (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 nature Changes resistances: +7% nature Changes damage: +5% nature Pinning immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +20% Teleport immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stralite plate armour 'Dramathel' (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 10% chance to reduce armor by 13% Changes stats: +7 Str Changes resistances: +3% acid / +9% physical / +15% darkness / +9% fire / +9% temporal / +39% cold Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Winterdash' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Dex / +3 Wil / +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +10% cold Mental save: +8 (+4 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 | copper amulet of mastery (0.10 Technique / Two-handed assault)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Two-handed assault Amulets make your neck look great! |
Inventory
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Light radius: +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. |
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)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 Activation costs 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 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) Activation costs 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Grond the Dwarf Berserker level 12
28th Profit 122nd year of Ascendancy at 01:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grond the Dwarf Berserker level 11
23rd Profit 122nd year of Ascendancy at 23:39 see stats
Level 10
Got a character to level 10.By Grond the Dwarf Berserker level 10
4th Profit 122nd year of Ascendancy at 22:49 see stats
Size matters
Did over 600 damage in one attack.By Grond the Dwarf Berserker level 17
30th Wealth 122nd year of Ascendancy at 06:54 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Grond the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 17:15 see stats
The Arena
Unlocked Arena mode.By Grond the Dwarf Berserker level 8
1st Profit 122nd year of Ascendancy at 14:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grond the Dwarf Berserker level 17
12nd Dearth 122nd year of Ascendancy at 16:17 see stats
Log
Grond is hexed!
Grond loses sight!
Grond attunes to the damage.
Bane of Blindness from Celia hits Grond for 45 darkness damage.
Bane of Blindness from Celia hits Grond for 39 darkness damage.
Grond uses Antimagic Zone.
Grond is recovering from the damage!
Grond feels death coming!
Something hits Grond for 157 cold, 175 darkness (331 total damage).
Bane of Blindness from Celia hits Grond for 39 darkness damage.
Something hits Grond for 193 darkness damage.
Grond uses Infusion: Healing.
Grond receives 60 healing from Infusion: Healing.
Grond uses Infusion: Wild.
Grond lessens the pain.
Grond uses Infusion: Regeneration.
Grond starts regenerating health quickly.
Bane of Blindness from Celia hits Grond for 37 darkness damage.
Bane of Blindness from Celia hits Grond for 34 darkness damage.
Grond is freed from the rigor mortis.
Bane of Blindness from Celia hits Grond for 47 cold damage.
Grond rushes out!
You can only rush to a creature.
Something hits Grond for 233 cold damage.
Grond the level 17 dwarf berserker was cooled to death by Celia on level 2 of Last Hope Graveyard.





















































