













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Berserker | 
| Level / Exp | 24 / 41% | 
| Size | medium | 
| Lifes / Deaths | Killed by Salethra the bone giant at level 24 on the 34th Steel 123rd year of Ascendancy at 06:58  / 1 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 60 (base 48) | 
| Dexterity | 20 (base 12) | 
| Constitution | 70 (base 54) | 
| Magic | 9 (base 10) | 
| Willpower | 17 (base 10) | 
| Cunning | 15 (base 10) | 
Resources
| Life | -184/1065 | 
| Stamina | 4/186 | 
| Equilibrium | 0 | 
| Healing Factor | 1.677279256512 | 
| Regeneration | 8.8246640204462 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 19.666621251956 | 
| See Invisible | 19.666621251956 | 
Offense: Mainhand
| Damage | 88 | 
| Accuracy | 37 | 
| Crit Chance | 23% | 
| APR | 15 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 9 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +16% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +28% | 
| Mind | +29% | 
| All | +9% | 
Defense: Base
| Armour (hardiness) | 56.08934837382 (81.151787968034%) | 
| Defense | 9 | 
| Ranged Defense | 9 | 
| Fatigue | 25 | 
| Physical Save | 51 | 
| Spell Save | 43 | 
| Mental Save | 31 | 
Defense: Resistances
| Acid | + 29%( 70%) | 
| Blight | + 10%( 70%) | 
| Cold | + 38%( 70%) | 
| Fire | + 36%( 70%) | 
| All | + 4%( 70%) | 
Defense: Immunities
| Pinning Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 20% | 
| Disarm Resistance | 82% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 556% 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.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Two-handed assault | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
| Technique / Berserker's strength | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 3/5 | 
  | 1/5 | 
| Technique / Bloodthirst | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
| Technique / Combat techniques | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 2/5 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Survival | 1.15 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
Effects
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.  | active | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.  | active | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 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 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 | 
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 | 
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 31.  | active | 
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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret.  | active | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died.  | 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! You decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
Equipment
| On feet |  Erodrasin the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +15% fire Reduces incoming crit damage: 15.00% Poison immunity: +20% Disease immunity: +20% Silence immunity: +20% Stamina each turn: +0.30 Maximum life: +36.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  74 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
| Light source |  piercing alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +9% all Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
| Tool |  overpowered elm totem of healing [power 170]  (18/21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  VorethaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +20% mind Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +26.00 Mindpower: +5 (+2 eff.) Rings make your fingers look great!  | 
| On fingers |  BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 54.01 You won the Ring of Blood trial, and this is your reward.  | 
| Around waist |  insulating rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Maximum life: +33.00 A belt that goes around your waist.  | 
| In main hand |  warbringer's steel greatmaul of evisceration (130% power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +14 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +18% Massive two-handed mauls.  | 
| On hands |  Isloldabretha (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +1 Mag Changes resistances: +6% acid / +6% blight Physical save: +7 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +42% Healing mod.: +20% 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 |  dwarven-steel plate armour 'Layomithra' (0 def, 15 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +15 Fatigue: +22% Changes resistances: +20% acid Changes resistances penetration: +10% physical Critical mult.: +10.00% Only die when reaching: -80.00 life A suit of armour made of metal plates.  | 
| Cloak |  cashmere cloak 'Gloralle' (2 def, 19 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +19 Defense: +2 (+2 eff.) Changes stats: +3 Str / +5 Con Changes resistances: +12% fire / +29% cold Physical save: +8 (+3 eff.) Maximum life: +53.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  enraging steel amulet of perfection (0.15 Cunning / Dirty fighting,0.15 Cunning / Survival)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +6% physical Talent masteries: +0.15 Cunning / Dirty fighting +0.15 Cunning / Survival Combat speed: +10% Amulets make your neck look great!  | 
Inventory
 Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
 Scrying Orb =see=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Rod of Recall (1/1) =leave=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 =gold=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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.  | 
 Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 44 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it.  | 
Achievements
			Antimagic! (Roguelike)
			Completed antimagic training in the Ziguranth camp.By DROGEN the Dwarf Berserker level 16
26th Dearth 122nd year of Ascendancy at 07:06 see stats
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By DROGEN the Dwarf Berserker level 9
8th Profit 122nd year of Ascendancy at 12:24 see stats
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By DROGEN the Dwarf Berserker level 15
20th Dearth 122nd year of Ascendancy at 15:37 see stats
			Exterminator (Roguelike)
			Killed 1000 creatures.By DROGEN the Dwarf Berserker level 19
30th Loss 122nd year of Ascendancy at 10:26 see stats
			Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By DROGEN the Dwarf Berserker level 24
31st Steel 123rd year of Ascendancy at 18:26 see stats
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DROGEN the Dwarf Berserker level 19
12nd Loss 122nd year of Ascendancy at 00:31 see stats
			Level 10 (Roguelike)
			Got a character to level 10.By DROGEN the Dwarf Berserker level 10
8th Profit 122nd year of Ascendancy at 19:04 see stats
			Level 20 (Roguelike)
			Got a character to level 20.By DROGEN the Dwarf Berserker level 20
1st Shortage 122nd year of Ascendancy at 03:24 see stats
			Size matters (Roguelike)
			Did over 600 damage in one attack.By DROGEN the Dwarf Berserker level 19
29th Loss 122nd year of Ascendancy at 16:53 see stats
			Squadmate (Roguelike)
			Escaped from Reknor alive with your squadmate Norgan.By DROGEN the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 02:45 see stats
			The Arena (Roguelike)
			Unlocked Arena mode.By DROGEN the Dwarf Berserker level 10
23rd Profit 122nd year of Ascendancy at 07:51 see stats
			Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.By DROGEN the Dwarf Berserker level 21
9th Shortage 122nd year of Ascendancy at 13:13 see stats
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By DROGEN the Dwarf Berserker level 18
10th Loss 122nd year of Ascendancy at 03:11 see stats
Log
DROGEN uses Fearless Cleave.
Salethra the bone giant uses Heat Shift.
DROGEN attunes to the damage.
DROGEN is frozen to the ground!
DROGEN's armour is damaged!
DROGEN hits Salethra the bone giant for (48 to psi shield), 72 physical (72 total damage).
DROGEN receives 3 healing from Bloodcaller.
Salethra the bone giant hits DROGEN for 27 cold, 28 fire (54 total damage).
You must be able to move to use this talent.
Salethra the bone giant's Beyond the Flesh performs a melee critical strike against DROGEN!
Salethra the bone giant's Beyond the Flesh hits DROGEN for 117 physical, 8 blight, 20 physical, 14 lightning (159 total damage).
Salethra the bone giant uses Telekinetic Smash.
DROGEN instinctively hardens his skin and ignores the attack!
DROGEN repels an attack from Salethra the bone giant.
Salethra the bone giant hits DROGEN for 107 physical, 8 blight, 20 physical (135 total damage).
Talent Warshout is ready to use.
DROGEN uses Execution.
DROGEN performs a melee critical strike against Salethra the bone giant!
DROGEN's blood frenzy intensifies!
DROGEN hits Salethra the bone giant for (60 to psi shield), 251 physical (251 total damage).
DROGEN receives 11 healing from Bloodcaller.
Salethra the bone giant's Beyond the Flesh hits DROGEN for 75 physical, 8 blight, 20 physical, 14 lightning (117 total damage).
Salethra the bone giant uses Kinetic Strike.
DROGEN resists the pin!
Salethra the bone giant hits DROGEN for 127 physical, 9 cold, 8 blight, 20 physical, 103 physical (267 total damage).
DROGEN the level 24 dwarf berserker was struck to death by Salethra the bone giant on level 2 of Last Hope Graveyard.
DROGEN no longer revels in blood quite so much.
DROGEN's rage subsides!




























































