








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 14 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Monoghhel the human at level 14 on the 59th Dusk 122nd year of Ascendancy at 21:35 / 1 |
Primary Stats
| Strength | 50 (base 40) |
| Dexterity | 12 (base 11) |
| Constitution | 35 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -19/512 |
| Stamina | 101/144 |
| Healing Factor | 1.2916660017318 |
| Regeneration | 4.7372457392804 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 36 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 37.723073231957 (96.438666929426%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 28 |
| Physical Save | 27 |
| Spell Save | 35 |
| Mental Save | 9 |
Defense: Resistances
| Lightning | + 19%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 14%( 70%) |
| Cold | + 10%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 18%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Magic 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 65 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 578% 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. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | miner's pair of iron boots of speed (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Infravision radius: +1 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 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. |
| On head | Lisurinne (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Changes stats: +8 Str / +1 Dex / +3 Con Changes resistances: +7% lightning / +7% temporal / +1% physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 155.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash wand of shielding [power 170] (17/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | SwampburstCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+8 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Damage when hit (Melee): 2 nature Changes stats: +4 Cun Changes resistances: +3% cold / +12% fire Changes resistances penetration: +5% nature / +25% cold Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | dwarven-steel greatsword 'Amugakath' (36-57 power, 3 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +16 acid / +14 fire When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+7 eff.) Stamina each turn: +1.00 Massive two-handed swords. |
| Main armor | fortifying steel plate armour of resilience (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Str / +2 Con Maximum life: +52.00 A suit of armour made of metal plates. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Around waist | rough leather belt 'Scabfame'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +15% nature Reduces incoming crit damage: 15.00% Physical save: +5 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Inventory
Tundrapiercer the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 temporal Changes resistances: +6% acid / +16% light / +14% darkness Changes resistances penetration: +20% acid / +5% cold / +5% temporal Changes damage: +9% temporal Blindness immunity: +31% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
steel amulet 'Sparkcrack'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +6% blight / +1% physical Changes damage: +3% lightning Pinning immunity: +20% Life regen: +2.00 Maximum life: +40.00 Amulets make your neck look great! |
thought-forged steel greatmaul (32-48 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 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 hit: * 14% chance to reduce all saves and defense by 16 Damage (Melee): +13 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Massive two-handed mauls. |
steel greatsword of daylight (26-42 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 light Damage against: +10% Undead Massive two-handed swords. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Boredil the CinderstrikerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +5% acid Changes damage: +6% fire Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Maximum life: +41.00 Light radius: +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. |
Scrying OrbPowered 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)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 ChestPowered 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. |
soothing ash totem of stinging [power 200] (17/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 210 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Berk the Cornac Berserker level 13
34th Dusk 122nd year of Ascendancy at 07:59 see stats
Level 10 (Roguelike)
Got a character to level 10.By Berk the Cornac Berserker level 10
5th Dusk 122nd year of Ascendancy at 13:38 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Berk the Cornac Berserker level 11
9th Dusk 122nd year of Ascendancy at 01:40 see stats
Log
Monoghhel the human casts Flameshock.
Berk shrugs off Monoghhel the human's 'Burning Shock'!
Ilhanle the human hits Berk for 89 cold damage.
Berk uses Infusion: Regeneration.
Berk starts regenerating health quickly.
Ilhanle the human casts Channel Staff.
Ilhanle the human's Channel Staff hits Berk for 32 cold damage.
Ilhanle the human casts Channel Staff.
Monoghhel the human casts Flame.
Monoghhel the human hits Berk for 43 physical damage.
Melee retaliation hits Monoghhel the human for 2 nature damage.
Berk is on fire!
Monoghhel the human's Flame hits Berk for 54 fire damage.
Ilhanle the human's Channel Staff hits Berk for 33 cold damage.
Berk uses Fearless Cleave.
Monoghhel the human starts to bleed.
Berk hits Monoghhel the human for 169 physical, 5 mind, 16 light, 15 acid, 14 fire (219 total damage).
Berk hits Ilhanle the human for 15 light, 15 acid, 13 fire (42 total damage).
Burning from Monoghhel the human hits Berk for 22 fire damage.
Bleeding from Berk hits Monoghhel the human for 42 physical damage.
Ilhanle the human casts Channel Staff.
Monoghhel the human casts Flame.
Monoghhel the human hits Berk for 54 physical damage.
Melee retaliation hits Monoghhel the human for 2 nature damage.
Monoghhel the human's Flame hits Berk for 65 fire damage.
Ilhanle the human's Channel Staff hits Berk for 36 cold damage.
Berk the level 14 cornac berserker was boiled to death by Monoghhel the human on level 1 of Ambush!.



















































