











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 | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 12 / 81% | 
| Size | medium | 
| Lifes / Deaths | Killed by Binrba the dwarf at level 11 on the 21st Profit 122nd year of Ascendancy at 12:410 / 5 Killed by worm that walks at level 12 on the 40th Profit 122nd year of Ascendancy at 09:46 Killed by worm that walks at level 12 on the 40th Profit 122nd year of Ascendancy at 11:13 Killed by worm that walks at level 12 on the 40th Profit 122nd year of Ascendancy at 12:10 Killed by worm that walks at level 12 on the 41st Profit 122nd year of Ascendancy at 15:07 | 
Primary Stats
| Strength | 46 (base 37) | 
| Dexterity | 21 (base 11) | 
| Constitution | 36 (base 27) | 
| Magic | 21 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 20 (base 10) | 
Resources
| Life | -5/556 | 
| Stamina | 120/140 | 
| Healing Factor | 1.3379202340233 | 
| Regeneration | 5.9537450414035 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 1 | 
| See Invisible | 3 | 
Offense: Mainhand
| Damage | 87 | 
| Accuracy | 22 | 
| Crit Chance | 17% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 23 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 17 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +8% | 
| Darkness | +19% | 
| Nature | +15% | 
| Blight | +18% | 
| Physical | +4% | 
| Fire | +3% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 35.08934837382 (81.151787968034%) | 
| Defense | 28 | 
| Ranged Defense | 28 | 
| Fatigue | 23 | 
| Physical Save | 26 | 
| Spell Save | 16 | 
| Mental Save | 16 | 
Defense: Resistances
| Darkness | + 37%( 70%) | 
| Temporal | + 18%( 70%) | 
| Fire | + 12%( 70%) | 
| Cold | + 13%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Pinning Resistance | 23% | 
| Stun Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 24% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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: 1.0Infusion: Wild Use 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 magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use 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 553% 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. | 
Class Talents
| Technique / Two-handed assault | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Berserker's strength | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Bloodthirst | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 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 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved Dexterity by +5. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe 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 | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 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 | 
| 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 Alchemists Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
Equipment
| On feet |  Obsidianfurnace (0 def, 3 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Con ----- def ----- Armour +3 Resists +6% darkness ---------- misc Infravis +1 See.Invis +3 A pair of boots made of leather. | 
| Light source |  ethereal brass lantern of health 1.0 T1 lite [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) ----- def ----- Max.HP +41.00 ---------- misc Light +5 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 |  insulating iron helm of dexterity (+3) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  evasive ash wand of conjuration [power 150]  (15 cooldown) 2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 150 cold damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! | 
| On fingers |  rogue's steel ring of darkness (+20%) 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Resists +20% darkness Rings make your fingers look great! | 
| Around waist |  hardened leather belt 'Coalfame' 1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag dps ---------- Dmg.mod +6% darkness +18% blight ----- def ----- Defense +10 (+5 eff.) Stealth +7 HP.reg +1.20 Heal.mod +14% ---------- misc Mana/turn +0.19 Max.mana +23.00 A belt that goes around your waist. | 
| In main hand |  Tirakai's Maul (32-42 power, 6 apr) 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Lightning Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 dazing lightning While equipped: Stats +4 Dex +4 Mag +4 Cun dps ---------- Dmg.mod +8% lightning ----- def ----- Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Topaz: Lightning Imbue the hammer with a gem of your choice. Uses 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. | 
| On hands |  Demontouch the iron gauntlets (0 def, 7 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% fire +3% darkness +4% physical On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Armour +7 Fatigue +1% Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  fortifying dwarven-steel plate armour (0 def, 11 armour) 17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +11 Fatigue +22% Max.HP +53.00 A suit of armour made of metal plates. | 
| Cloak |  linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 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 |  steel amulet 'Balancewhisper' 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Lck dps ---------- Dmg.mod +15% nature Acc +7 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Defense +6 (+3 eff.) Fatigue -5% Resists +12% temporal Unseen.red 11% HP.reg +2.00 Pinning- +23% Knockbk- +24% Amulets make your neck look great! | 
Inventory
|  shielding rune of the titan (absorb 186; dur 4; cd 15) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 186 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  steel amulet of the eclipse 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 7 darkness Dmg.mod +5% light +7% darkness On Melee Ret: * 5% chance to reduce damage dealt by 10% * 5% chance to blind Amulets make your neck look great! | 
|  Shadowkiller the dwarven-steel dagger (16-21 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Random Unique] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage On Crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness Acc +7 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Defense +8 (+4 eff.) Disarm- +23% Sharp, short and deadly. | 
|  yew vilestaff of channeling (20-24 power, 4 apr, acid element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+10 eff.) Dmg.mod +20% acid ---------- misc Mana/turn +0.16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +15 (+8 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  fearforged steel plate armour (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +9 Fatigue +29% Resists +6% fire -11% light +7% darkness Phys.save +5 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+5 eff.) A suit of armour made of metal plates. | 
|  2 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 opal 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. | 
|  6 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  woodsman's iron pickaxe (dig speed 38 turns) 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  2 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Heart of the Sandworm Queen 0.0 heart corpse [Plot Item] Nature 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 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. | 
|  4 amethyst 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. | 
|  citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Ieness the Dwarf Berserker level 12
31st Profit 122nd year of Ascendancy at 04:48 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Ieness the Dwarf Berserker level 10
12nd Profit 122nd year of Ascendancy at 06:21 see stats
 Squadmate
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Ieness the Dwarf Berserker level 5
18th Voratun 122nd year of Ascendancy at 14:34 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Ieness the Dwarf Berserker level 9
7th Profit 122nd year of Ascendancy at 06:10 see stats
Log
Carrion worm mass's blight area effect hits Ieness for 10 blight damage.
Ieness picks up (a.): shielding rune of the titan (absorb 195; dur 4; cd 15).
Carrion worm mass's blight area effect hits Ieness for 10 blight damage.
Ieness picks up (e.): fortifying dwarven-steel plate armour (0 def, 11 armour).
Worm that walks casts Worm Rot.
Ieness is afflicted by a terrible worm rot!
Ieness has finished recovering.
Berserker Rage's rage awakens!
Worm Rot from Worm that walks hits Ieness for 39 blight, 33 acid (72 total damage).
New shimmer option unlocked: dwarven-steel plate armour
Ieness wears (replacing fearforged steel plate armour (0 def, 9 armour)): fortifying dwarven-steel plate armour (0 def, 11 armour).
Worm that walks casts Epidemic.
Ieness is afflicted by an epidemic!
Worm Rot from Worm that walks hits Ieness for 39 blight, 33 acid (72 total damage).
Epidemic from Worm that walks hits Ieness for 52 blight damage.
Ieness picks up (b.): steel amulet of the eclipse.
Worm that walks casts Drain.
The diseases of worm that walks spread!
Worm that walks hits Ieness for 186 blight damage.
Worm Rot from Worm that walks hits Ieness for 39 blight, 33 acid (72 total damage).
Epidemic from Worm that walks hits Ieness for 52 blight damage.
Ieness the level 12 dwarf berserker was plagued to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of Ieness!
Ieness is free from the worm rot.
Ieness's rage subsides!






































