









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 1.7.2This 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 12 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by devourer at level 12 on the 15th Profit 122nd year of Ascendancy at 08:46 / 1 |
Primary Stats
| Strength | 54 (base 37) |
| Dexterity | 14 (base 11) |
| Constitution | 30 (base 27) |
| Magic | 9 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -33/476 |
| Stamina | 22/163 |
| Healing Factor | 1.3092147729953 |
| Regeneration | 11.347680547246 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 33 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +3% |
| Cold | +6% |
| Fire | +10% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 45.292304923968 (87.807182003187%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 14 |
| Physical Save | 24 |
| Spell Save | 29 |
| Mental Save | 22 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Arcane | + 6%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Temporal | + 8%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 58 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 425% 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. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 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 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You failed to protect the repented thief from death by Emelanor the brown bear. Escort: repented thief (level 3 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. | 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 |
Equipment
| On feet | pair of dwarven-steel boots 'Tundraknave' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +30 (+11 eff.) Mov.spd +10% Dmg.mod +6% mind Res.pen +15% mind Melee Ret 4 cold ----- def ----- Armour +4 Fatigue -3% Max.HP +38.00 ---------- misc Stam/turn +0.40 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 13/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 187.77 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| On head | Magmaswift (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +1 Mag +1 Cun ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal +9% fire ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Drigadugund [power 182] (17/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Str ----- def ----- Resists +3% temporal Crit.dmg- 15.00% Mind.save +9 (+5 eff.) Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% 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 | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
| On fingers | steel ring 'Emeluthra'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Str +5 Dex dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +6% blight HP.reg +5.00 Pinning- +10% Stun/Frz- +23% Rings make your fingers look great! |
| Around neck | steel amulet 'Flashdredge'0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% lightning Melee Ret 2 lightning ----- def ----- Mind.save +5 (+3 eff.) Confus- +10% ---------- misc Light +2 See.Invis +3 Amulets make your neck look great! |
| In main hand | Cleansestreak (37-56 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +4 mind While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% nature Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 51% ---------- misc Psi/ret +0.16 Massive two-handed mauls. |
| Main armor | impenetrable dwarven-steel mail armour of spell shielding (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +15 Defense +3 (+3 eff.) Fatigue +12% Resists +6% arcane Spell.save +13 (+7 eff.) A suit of armour made of mail. |
| Light source | Magmapierce2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% fire ---------- misc Light +6 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. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
Gloryth the Festerfist0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 nature ----- def ----- Resists +3% blight +6% nature Max.HP +20.00 HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 44.59 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 51% chance to shatter it. Armor reduction chance increases with your Physical Power. 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! |
Frozenblast the steel greatmaul (24-36 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 24.0 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +4 cold +4 fire On Hit.r1 +8 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +3% fire On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% cold +6% fire Massive two-handed mauls. |
projecting vined mindstar (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% lightning +10% fire +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
lifebinding yew vilestaff of illumination (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature 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: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+12 eff.) Dmg.mod +20% acid ----- def ----- Defense +6 (+6 eff.) HP.reg +0.80 Heal.mod +10% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 34.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Arura (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +2 Cun dps ---------- Melee Ret 2 mind ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
cleansing dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +10% blight +17% cold +11% nature A suit of armour made of mail. |
Chukor (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +6% fire +6% lightning +7% cold Crit.dmg- 5.00% ---------- misc Equi/ret +0.04 Psi/ret +0.16 Talents +1 Block Handheld deflection devices. |
flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Chest2.0 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. |
soothing iron torque of clear mind [power 1] (17/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 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. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 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. |
2 zircon0.0 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sekol the Dwarf Berserker level 10
12nd Profit 122nd year of Ascendancy at 00:33 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Sekol the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 16:03 see stats
Log
Devourer goes into a killing frenzy.
Devourer goes into a killing frenzy.
Devourer goes into a killing frenzy.
Devourer hits Sekol for (7 absorbed), 21 physical (21 total damage).
Melee retaliation hits Devourer for 2 lightning, 5 cold, 5 mind (12 total damage).
Talent Infusion: Healing is ready to use.
Bleeding from Devourer hits Sekol for 1 physical damage.
Deep Wound from Devourer hits Sekol for 1 physical damage.
Devourer leaps forward in a frenzy!
In a frenzy Devourer bites at Sekol!
Melee retaliation hits Devourer for 2 lightning, 5 cold, 5 mind (12 total damage).
Devourer hits Sekol for 63 physical damage.
Saloselle the devourer casts Channel Staff.
Sekol uses Infusion: Healing.
Sekol stops bleeding.
Sekol receives 57 healing from Infusion: Healing.
Sekol hits Devourer for 4 mind damage.
Sekol hits Devourer for 97 physical, 4 mind (101 total damage).
Saloselle the devourer's Channel Staff hits Sekol for 84 physical damage.
Devourer leaps forward in a frenzy!
Devourer leaps forward in a frenzy!
Sekol stops regenerating health quickly.
Deep Wound from Devourer hits Sekol for 1 physical damage.
In a frenzy Devourer bites at Sekol!
Sekol shrugs off Devourer's 'Deep Wound'!
Melee retaliation hits Devourer for 2 lightning, 4 cold, 4 mind (9 total damage).
Devourer hits Sekol for 55 physical damage.
Sekol the level 12 dwarf berserker was tortured to death by a devourer on level 3 of Lake of Nur.
Sekol's rage subsides!






























































