










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 Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 9 / 11% | 
| Size | medium | 
| Lifes / Deaths | Killed by worm that walks at level 9 on the 14th Profit 122nd year of Ascendancy at 22:27/ 1 | 
Primary Stats
| Strength | 38 (base 32) | 
| Dexterity | 12 (base 11) | 
| Constitution | 23 (base 20) | 
| Magic | 8 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 10 (base 10) | 
Resources
| Life | -89/340 | 
| Stamina | 132/132 | 
| Healing Factor | 1.1099022211821 | 
| Regeneration | 6.2904229778549 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 64 | 
| Accuracy | 22 | 
| Crit Chance | 2% | 
| APR | 1 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 13 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +6% | 
| Fire | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Lightning | +20% | 
Defense: Base
| Armour (hardiness) | 21.08934837382 (81.151787968034%) | 
| Defense | 2 | 
| Ranged Defense | 2 | 
| Fatigue | 14 | 
| Physical Save | 23 | 
| Spell Save | 21 | 
| Mental Save | 14 | 
Defense: Resistances
| Temporal | + 3%( 70%) | 
| Blight | + 10%( 70%) | 
| All | 0%( 70%) | 
| Fire | + 6%( 70%) | 
| Nature | + 13%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
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 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: 1.0Infusion: Healing Use 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 / Two-handed assault | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Berserker's strength | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Effects
Quests
| You failed to protect the lost sun paladin from death by hornet swarm.Escort: lost sun paladin (level 2 of Old Forest) | failed | 
| 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 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 6 lumberjacks have died. | done | 
Equipment
| Tool |  iron pickaxe of endurance (dig speed 38 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On hands |  Lightningworm (0 def, 2 armour) 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +6% mind +5% fire Res.pen +20% lightning ----- def ----- Armour +2 Resists +6% fire +3% nature +3% temporal 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. | 
| Around neck |  restful copper amulet 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! | 
| Main armor |  cleansing iron plate armour (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +10% nature +10% blight A suit of armour made of metal plates. | 
| On head |  rough leather cap of dexterity (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. | 
| Light source |  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. | 
| Cloak |  linen cloak of implacability (1 def, 0 armour) 2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+2 eff.) Mind.save +6 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| In main hand |  acidic iron greatsword of massacre (22-36 power, 1 apr) 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 22.5 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. | 
Inventory
|  regeneration infusion of the warrior (heal 189; 16 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the wizard (heal 87; 12 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 87 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the wizard (heal 87; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 87 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  blink rune (range 3; phase 11; cd 20) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  steel ring 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! | 
|  hateful iron battleaxe (12-18 power, 1 apr) 3.0 T1 battleaxe 2H weapon [Ego] Psionic Power 12.0 - 18.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living Massive two-handed battleaxes. | 
|  ranger's ash longbow of cold 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 cold While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. | 
|  steel longsword 'Heatnull' (15-21 power, 3 apr) 3.0 T2 longsword 1H weapon [Rare] Nature Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 nature +12 darkness While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% mind Res.pen +15% fire Sharp, long, and deadly. | 
|  hateful iron mace (12-18 power, 2 apr) 3.0 T1 mace 1H weapon [Ego] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 darkness Against +5% Living Blunt and deadly. | 
|  gifted mossy mindstar (3-3 power, 12 apr, nature damage) 3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+4 eff.) ---------- misc Talents +1 Attune Mindstar 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. | 
|  cured leather sling 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. | 
|  elm magestaff (10-12 power, 2 apr, lightning element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  surging elm starstaff of warding (10-12 power, 2 apr, temporal element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) S.pwr/crit +2 Dmg.mod +10% temporal ----- def ----- Armour +5 Defense +5 (+5 eff.) ---------- misc Wards +2 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  steel waraxe 'Eremyblek' (12-17 power, 3 apr) 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 temporal While equipped: Stats +1 Str +1 Dex dps ---------- Res.pen +5% mind ----- def ----- Resists +9% mind +8% temporal One-handed war axes. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- 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. | 
|  Spellhunt Remnants (1 def, 2 armour) 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+4 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. | 
|  cleansing rough leather armour of fire resistance (3 def, 2 armour) 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% blight +15% fire +10% nature A suit of armour made of leather. | 
|  rough leather armour of stability (3 def, 2 armour) 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +6% physical Phys.save +10 (+5 eff.) A suit of armour made of leather. | 
|  Gloreriyarin the Toxinwilter (0 def, 4 armour, 45 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: dps ---------- Melee+ 7 lightning Res.pen +10% light Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 33% ----- def ----- Armour +4 Fatigue +8% Resists +3% nature Mind.save +9 (+7 eff.) ---------- misc Talents +1 Block Handheld deflection devices. | 
|  agate 0.0 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. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  powerful ash totem of healing [power 170]  (15 cooldown) 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  3 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 (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Lukavi the Dwarf Berserker level 8
27th Voratun 122nd year of Ascendancy at 21:45 see stats
 Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.By Lukavi the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 09:05 see stats
Log
Carrion worm mass's blight area effect hits Lukavi for 10 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Lukavi for 10 blight damage.
Lukavi hits Carrion worm mass for 39 physical, 9 fire (48 total damage).
Carrion worm mass hits Lukavi for 4 physical damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Lukavi for 10 blight damage.
Lukavi hits Carrion worm mass for 47 physical damage.
Lukavi killed Carrion worm mass!
Carrion worm mass's blight area effect hits Lukavi for 10 blight damage.
Carrion worm mass's blight area effect hits Lukavi for 10 blight damage.
Worm that walks casts Worm Rot.
Lukavi is afflicted by a terrible worm rot!
Worm that walks hits Lukavi for 11 blight, 21 blight, 7 blight, 6 nature, 7 mind, 21 blight (73 total damage).
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
Lukavi is recovering from the damage!
Lukavi has finished recovering.
Worm Rot from Worm that walks hits Lukavi for 38 blight, 35 acid (73 total damage).
Carrion worm mass hits Lukavi for 4 physical damage.
Worm that walks casts Drain.
Worm that walks hits Lukavi for 183 blight damage.
Lukavi uses Infusion: Healing.
A carrion worm mass bursts out of Lukavi!
Lukavi is free from the worm rot.


































