Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 10 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by closed gate at level 10 on the 74th Pyre 122nd year of Ascendancy at 23:28 / 1 |
Primary Stats
| Strength | 35 (base 34) |
| Dexterity | 14 (base 11) |
| Constitution | 27 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -81/334 |
| Stamina | 16/92 |
| Healing Factor | 1 |
| Regeneration | 7.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 43 |
| Crit Chance | 2% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14.4 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Cold | +11% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 10.3 (66.666666666667%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 18 |
| Physical Save | 32.35 |
| Spell Save | 27.35 |
| Mental Save | 11.7 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Temporal | + 18%( 70%) |
| Nature | + 23%( 70%) |
| Lightning | + 18%( 70%) |
| Cold | + 33%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 44% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| 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 | 1.50 |
| 0/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Berserker |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | miner's pair of rough leather boots (0 def, 6 armour) miner's pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | stabilizing iron helm of dexterity (+3) (0 def, 3 armour) stabilizing iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Physical save: +11 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of corrosion (+22%) psionicist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +4 Rings can have magical properties. |
| On fingers | titan's copper ring of frost (+22%) titan's copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 Rings can have magical properties. |
| Around waist | grounding rough leather belt of transcendance grounding rough leather belt of transcendanceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Physical save: +6 Mindpower: +2 A belt that goes around your waist. |
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
| In main hand | flaming iron greatsword of daylight (11.5-18.4 power, 1 apr) flaming iron greatsword of daylight (11.5-18.4 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 11.5 - 18.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +6 light Burst (radius 1) on hit: +6 fire Damage against: +9% Undead Massive two-handed swords. |
| Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Inventory
hateful iron greatmaul of daylight (10.5-15.75 power, 1 apr) hateful iron greatmaul of daylight (10.5-15.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 10.5 - 15.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +8 darkness / +8 light Damage against: +6% Humanoid / +8% Undead Massive two-handed maul. |
iron greatsword (11.5-18.4 power, 1 apr) iron greatsword (11.5-18.4 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 11.5 - 18.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
elm magestaff of illumination (10-12 power, 2 apr, cold damage) elm magestaff of illumination (10-12 power, 2 apr, cold damage)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 5 blinding light Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 41.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 A pointy cloth hat, very wizardly... |
iron plate armour of acid resistance (3 def, 7 armour) iron plate armour of acid resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +15% acid A suit of armour made of metal plates. |
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. |
quick elm totem of cure poisons [power 1] (15 cooldown) quick elm totem of cure poisons [power 1] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Grug the Cornac Berserker level 10
74th Pyre 122nd year of Ascendancy at 20:53 see stats
Log
Rogue misses Grug.
Rogue hits Grug for 5 physical, 4 acid (9 total damage).
Grug uses Death Dance.
The shield around rogue crumbles.
Your score multiplier increases by 0.2!
You destroy giant white ant in a single blow!
Your score multiplier increases by 0.1!
Grug hits Giant white ant for 104 physical damage.
Grug hits Cutpurse for 5 fire damage.
Grug hits Rogue for (61 absorbed), 36 physical (36 total damage).
Grug killed Giant white ant!
Grug killed Rogue!
Cutpurse uses Infusion: Sun.
White ooze resists the blinding light!
Grug loses sight!
Grug has been illuminated.
Grug uses Infusion: Wild.
Grug is no longer illuminated.
Grug is cured!
Grug lessens the pain.
Grug stops regenerating health quickly.
Something hits Grug for 29 acid damage.
Talent Daunting Presence is ready to use.
The gates close!
Grug the level 10 cornac berserker was raked to death by a closed gate on level 7 of The Arena.
Error report sent, thank you.
