










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ghoul |
Class | Berserker |
Level / Exp | 24 / 12% |
Size | medium |
Lifes / Deaths | Killed by elven corruptor at level 24 on the 67th Pyre 123rd year of Ascendancy at 20:43 5 / 1 |
Primary Stats
Strength | 56 (base 39) |
Dexterity | 41 (base 32) |
Constitution | 58 (base 29) |
Magic | 14 (base 14) |
Willpower | 21 (base 16) |
Cunning | 12 (base 14) |
Resources
Life | 857/857 |
Stamina | 226/226 |
Healing Factor | 1.4701339505268 |
Regeneration | 16.110471188672 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -51.733333333333% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 26.703251193202 |
See Invisible | 28.703251193202 |
Offense: Mainhand
Damage | 119 |
Accuracy | 50 |
Crit Chance | 14% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
All | 0% |
Physical | +9% |
Darkness | +18% |
Nature | +18% |
Offense: Damage Penetration
Lightning | +21% |
Light | +10% |
Darkness | +15% |
Physical | +20% |
Cold | +43% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 33 (30%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 15 |
Physical Save | 32 |
Spell Save | 36 |
Mental Save | 4 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 20%( 70%) |
Physical | + 17%( 70%) |
Cold | + 22%( 70%) |
All | + 13%( 70%) |
Darkness | + 19%( 70%) |
Light | + 41%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 27%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 80% |
Blind Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat veteran | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | done |
You failed to protect the lone alchemist from death by bolo. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by bolo. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by ultimate shivgoroth. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Res.pen +10% mind +20% physical Melee Ret 4 lightning ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +4% Resists +8% acid +10% fire +10% lightning +11% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Rare] Master Power 53.0 - 63.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 18 Ranged+ +12 darkness On Hit.r1 +8 darkness On Crit.r2 +16 darkness On Hit: * 20 arcane resource burn * 20% chance to reduce damage dealt by 13% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +26% Confus- +10% ---------- misc Light +8 See.Stealth +11 See.Invis +13 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +12% nature Apr +4 ----- def ----- Armour +9 Fatigue +5% Resists +2% physical ---------- misc Stam/turn +1.00 Stam/ret +0.70 Equi/ret +2.00 A cap made of leather. |
Tool | ![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Resists +6% acid ---------- misc Infravis +2 Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to heal for 40. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% darkness Acc +10 (+4 eff.) ----- def ----- Defense +20 (+7 eff.) Resists +24% acid +1% physical +15% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 16.85 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +7 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +8% acid +6% nature +8% blight ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Rare] Nature Power 60.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +24 lightning +31 cold While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Mov.spd +45% Dmg.mod +6% nature Res.pen +21% lightning +33% cold ----- def ----- Die.at -80.00 life Massive two-handed swords. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+4 eff.) Melee+ 10 darkness Dmg.mod +6% darkness +9% physical ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Phys.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 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. |
Main armor | ![]() 9.0 T5 light armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +8 Defense +40 (+12 eff.) Fatigue +8% Resists +2% physical +6% light +6% fire HP.reg +4.30 Heal.mod +15% ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% darkness Res.pen +10% cold +5% darkness +10% light On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +12% light Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 darkness, 3 blight, 4 cold, 5 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +3 Cun dps ---------- Mind.crit +2% Crit.mult +15.00% Acc +5 (+2 eff.) Apr +6 ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/ret +0.20 Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 Resists +9% blight +1% physical Max.HP +100.00 ---------- misc Max.hate +4.00 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. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness +3% cold +12% mind +11% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T3 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +16 Defense +24 (+8 eff.) Fatigue +8% Resists +3% light +25% fire Mind.save +21 (+18 eff.) A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Rare] Disrupt While equipped: Stats +4 Dex +2 Wil +1 Cun dps ---------- Mind.crit +2% Dmg.mod +12% physical Melee Ret 6 physical ----- def ----- Armour +16 Fatigue +22% Resists +16% nature +16% blight A suit of armour made of metal plates. |
![]() 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By bolo the Ghoul Berserker level 21
66th Haze 122nd year of Ascendancy at 03:42 see stats
By bolo the Ghoul Berserker level 14
46th Dusk 122nd year of Ascendancy at 18:17 see stats
By bolo the Ghoul Berserker level 17
64th Dusk 122nd year of Ascendancy at 10:10 see stats
By bolo the Ghoul Berserker level 24
52nd Pyre 123rd year of Ascendancy at 11:36 see stats
By bolo the Ghoul Berserker level 10
4th Flare 122nd year of Ascendancy at 06:40 see stats
By bolo the Ghoul Berserker level 20
29th Haze 122nd year of Ascendancy at 07:59 see stats
By bolo the Ghoul Berserker level 20
63rd Haze 122nd year of Ascendancy at 00:54 see stats
By bolo the Ghoul Berserker level 12
25th Dusk 122nd year of Ascendancy at 03:37 see stats
By bolo the Ghoul Berserker level 23
50th Pyre 123rd year of Ascendancy at 07:22 see stats
By bolo the Ghoul Berserker level 20
54th Haze 122nd year of Ascendancy at 09:26 see stats
By bolo the Ghoul Berserker level 23
50th Pyre 123rd year of Ascendancy at 14:12 see stats
By bolo the Ghoul Berserker level 16
59th Dusk 122nd year of Ascendancy at 17:42 see stats
Log
Bolo casts Rune: Blink.
Bolo casts Rune: Dissipation.
Bolo is free from the dire plague.
Bolo seems more focused.
Elven mage casts Shock.
Elven corruptor casts Timeless.
Elven corruptor casts Rune: Shielding.
A shield forms around elven corruptor.
Elven corruptor casts Drain.
Elven corruptor hits bolo for 126 blight damage.
Elven mage's Shock hits bolo for 96 lightning damage.
Bolo is dazed!
Bolo is not dazed anymore.
Bolo has recovered!
Aerayatta the elven corruptor casts Invoke Darkness.
Aerayatta the elven corruptor hits bolo for 140 darkness damage.
Bolo rushes out!
You can only rush to a creature.
Elven corruptor casts Blood Grasp.
Elven corruptor's Blood Grasp hits bolo for 90 blight damage.
Elven corruptor receives 19 healing from Elven corruptor's Blood Grasp.
bolo the level 24 ghoul berserker was debilitated by noxious blight before falling to death by an elven corruptor on level 2 of Mark of the Spellblaze.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven corruptor's Blood Grasp killed bolo!
Saving game...
Saving done.