











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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 16 / 66% |
Size | medium |
Lifes / Deaths | Killed by snow giant thunderer at level 15 on the 18th Wealth 122nd year of Ascendancy at 22:35 4 / 1 |
Primary Stats
Strength | 62 (base 43) |
Dexterity | 10 (base 11) |
Constitution | 43 (base 33) |
Magic | 9 (base 10) |
Willpower | 18 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 630/630 |
Stamina | 135/135 |
Healing Factor | 1.5997742564935 |
Regeneration | 23.290322536179 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 28 |
Offense: Mainhand
Damage | 125 |
Accuracy | 33 |
Crit Chance | 16% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Arcane | +6% |
Offense: Damage Penetration
Lightning | +5% |
Defense: Base
Armour (hardiness) | 44.883307766991 (81.151787968034%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 20 |
Physical Save | 45 |
Spell Save | 39 |
Mental Save | 30 |
Defense: Resistances
Arcane | + 9%( 70%) |
Lightning | + 13%( 70%) |
Cold | + 16%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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: 1.0 Infusion: WildUse 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: 1.0 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
Quests
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
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. | active |
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 |
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 |
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. | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
In main hand | ![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
On hands | ![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 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. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +15 Defense +2 (+1 eff.) Fatigue +12% Die.at -40.00 life HP.reg +2.00 Heal.mod +15% A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +1 Wil dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Armour +11 Defense +12 (+6 eff.) Resists +13% cold ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck dps ---------- Dmg.mod +6% arcane Res.pen +5% lightning Acc +5 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +9% lightning +5% arcane Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Unseen.red 12% Blind- +12% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 145 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce armor by 14% ----- def ----- Resists +9% acid Phys.save +10 (+4 eff.) Mind.save +6 (+3 eff.) Max.HP +30.00 HP.reg +1.00 ---------- misc Hate/m.crit +3.00 Max.psi +10.00 Amulets make your neck look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning Res.pen +5% cold Melee Ret 6 cold On Hit (Melee): * 10% chance to slow global speed by 36% ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning +6% temporal +6% nature 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. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 27.77 to 83.32 lightning damage (55.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 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. |
![]() 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind Melee Ret 6 darkness ----- def ----- Fatigue -5% ---------- misc Equi/ret +0.04 Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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
By Esenz the Dwarf Berserker level 10
23rd Profit 122nd year of Ascendancy at 04:33 see stats
By Esenz the Dwarf Berserker level 16
19th Wealth 122nd year of Ascendancy at 12:59 see stats
By Esenz the Dwarf Berserker level 10
23rd Profit 122nd year of Ascendancy at 04:32 see stats
By Esenz the Dwarf Berserker level 15
18th Wealth 122nd year of Ascendancy at 07:06 see stats
By Esenz the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 07:07 see stats
By Esenz the Dwarf Berserker level 12
42nd Profit 122nd year of Ascendancy at 20:29 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 24 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
You gain 1.37 gold from the transmogrification of shocking steel shield of cold resistance (+18%) (0 def, 4 armour, 37.5 block).
You gain 1.55 gold from the transmogrification of cleansing steel mail armour (2 def, 6 armour).
You gain 0.10 gold from the transmogrification of rough leather cap (0 def, 1 armour).
You gain 1.09 gold from the transmogrification of grounding rough leather cap of constitution (+3) (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 2.47 gold from the transmogrification of miner's pair of rough leather boots of tirelessness (0 def, 2 armour).
You gain 0.48 gold from the transmogrification of insulating pair of rough leather boots (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of iron waraxe (12-18 power, 2 apr).
You gain 1.87 gold from the transmogrification of potent ash magestaff (18-22 power, 3 apr, lightning element).
You gain 3.77 gold from the transmogrification of flaming steel mace of crippling (14-19 power, 3 apr).
You gain 1.00 gold from the transmogrification of iron greatsword of projection (15-24 power, 1 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (30-45 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (24-37 power, 2 apr).
You gain 2.06 gold from the transmogrification of blink rune of the sneak (range 4; phase 12; cd 14).
You gain 1.86 gold from the transmogrification of blink rune (range 4; phase 17; cd 19).
There is a way to the previous level here (press '' or right click to use).