










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 Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 21 / 66% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 12 on the 6th Flare 122nd year of Ascendancy at 13:24 0 / 6Killed by worm that walks at level 12 on the 6th Flare 122nd year of Ascendancy at 14:14 Killed by Jhon DND at level 13 on the 8th Flare 122nd year of Ascendancy at 19:33 Killed by worm that walks at level 13 on the 9th Flare 122nd year of Ascendancy at 09:07 Killed by Urkis, the High Tempest at level 20 on the 66th Dusk 122nd year of Ascendancy at 22:29 Killed by Cyroyathra the blade horror at level 21 on the 36th Haze 122nd year of Ascendancy at 23:35 |
Primary Stats
Strength | 63 (base 40) |
Dexterity | 12 (base 11) |
Constitution | 62 (base 39) |
Magic | 10 (base 10) |
Willpower | 41 (base 10) |
Cunning | 24 (base 22) |
Resources
Life | -138/805 |
Stamina | 225/248 |
Healing Factor | 1.3398029716162 |
Regeneration | 10.640251472654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 28.599459836163 |
See Invisible | 29.599459836163 |
Offense: Mainhand
Damage | 102 |
Accuracy | 36 |
Crit Chance | 35% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Nature | +14% |
Physical | +12% |
Light | +19% |
All | +2% |
Offense: Damage Penetration
Temporal | +10% |
Light | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 47.08934837382 (81.151787968034%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 5 |
Physical Save | 40 |
Spell Save | 39 |
Mental Save | 27 |
Defense: Resistances
Darkness | + 20%( 70%) |
Lightning | + 30%( 70%) |
Light | + 28%( 70%) |
Temporal | + 18%( 70%) |
Cold | + 19%( 70%) |
Mind | + 25%( 70%) |
Fire | + 23%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 21% |
Disarm Resistance | 57% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 507 life over 5 turns. Its effects scale with your Strength stat. |
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 magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by cutpurse. Escort: temporal explorer (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Possessed. | 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. | 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 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +5% cold Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +11.00% 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. |
On head | ![]() 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 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 133 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +4 darkness When wielded/worn: Physical crit. chance: +12.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% Damage when hit (Melee): 4 darkness Changes stats: +12 Con / +12 Wil Changes damage: +12% nature Maximum life: +76.00 Massive two-handed battleaxes. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 17% Damage (Melee): 7 light Changes stats: +7 Str / +6 Wil / +6 Con Changes resistances: +15% light Changes resistances penetration: +5% light / +10% temporal Changes damage: +17% light Talent mastery: +0.40 Technique / Grappling Disarm immunity: +57% Light radius: +2 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 | ![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +20 (+10 eff.) Fatigue: +22% Changes resistances: +18% lightning / +3% temporal / +6% darkness / +3% fire / +12% mind Changes resistances penetration: +10% nature A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 320.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.69 cold and 15.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% lightning / +9% darkness / +9% cold / +6% blight / +12% fire / +10% light / +13% all Changes resistances penetration: +20% blight Changes damage: +6% fire Reduces incoming crit damage: 15.00% Physical save: +14 (+5 eff.) Spell save: +32 (+11 eff.) Mental save: +14 (+7 eff.) See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Glintkiss the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 blight Changes resistances: +10% lightning / +9% temporal / +6% light Changes resistances penetration: +15% light Changes damage: +12% acid / +9% light / +6% blight A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat 'Nimbusnull' (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil / +5 Cun / +2 Con Changes damage: +6% lightning Mental save: +9 (+4 eff.) Light radius: +3 Infravision radius: +3 A pointy cloth hat, very wizardly... |
![]() prismatic dwarven-steel plate armour of acid resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +16% acid / +12% light / +12% darkness A suit of armour made of metal plates. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Jhon DND the Cornac Berserker level 13
8th Flare 122nd year of Ascendancy at 10:37 see stats
By Jhon DND the Cornac Berserker level 21
14th Haze 122nd year of Ascendancy at 14:25 see stats
By Jhon DND the Cornac Berserker level 14
38th Dusk 122nd year of Ascendancy at 01:46 see stats
By Jhon DND the Cornac Berserker level 19
66th Dusk 122nd year of Ascendancy at 09:49 see stats
By Jhon DND the Cornac Berserker level 20
7th Haze 122nd year of Ascendancy at 01:49 see stats
By Jhon DND the Cornac Berserker level 10
6th Mirth 122nd year of Ascendancy at 22:23 see stats
By Jhon DND the Cornac Berserker level 20
66th Dusk 122nd year of Ascendancy at 17:14 see stats
By Jhon DND the Cornac Berserker level 9
2nd Mirth 122nd year of Ascendancy at 08:43 see stats
By Jhon DND the Cornac Berserker level 13
10th Flare 122nd year of Ascendancy at 19:21 see stats
By Jhon DND the Cornac Berserker level 20
67th Dusk 122nd year of Ascendancy at 16:02 see stats
Log
Armoured skeleton warrior slows down.
Jhon DND hits Armoured skeleton warrior for 106 physical, 3 darkness, 7 light (116 total damage).
Armoured skeleton warrior is no longer out of phase.
Velesedana the Guardian casts Invoke Darkness.
Velesedana the Guardian hits Jhon DND for 121 darkness damage.
You feel a surge of power as a powerful creature falls nearby.
Armoured skeleton warrior uses Overpower.
You pickup 0.80 gold pieces.
Jhon DND picks up (d.): Glintkiss the cashmere wizard hat (2 def, 0 armour).
Cyroyathra the blade horror's Temporal Bolt hits Jhon DND for 64 temporal damage.
Cyroyathra the blade horror's Temporal Bolt hits Velesedana the Guardian for 57 temporal damage.
Melee retaliation hits Armoured skeleton warrior for 4 darkness, 4 darkness, 4 darkness (12 total damage).
Armoured skeleton warrior hits Jhon DND for 62 physical, 6 blight, 13 physical, 20 physical (101 total damage).
Cyroyathra the blade horror's Temporal Bolt hits Hornet swarm for 81 temporal damage.
Cyroyathra the blade horror casts Dust to Dust.
Jhon DND seems more focused.
Jhon DND has recovered!
Cyroyathra the blade horror hits Jhon DND for 51 temporal, 71 physical (122 total damage).
Jhon DND rushes out!
You can only rush to a creature.
Jhon DND rushes out!
Armoured skeleton warrior is weakened by the darkness!
Armoured skeleton warrior is dazed!
Jhon DND hits Armoured skeleton warrior for 169 physical, 4 darkness, 8 light (181 total damage).
Armoured skeleton warrior uses Block.
Cyroyathra the blade horror uses Razor Knife.
Cyroyathra the blade horror hits Jhon DND for 94 physical damage.
Jhon DND the level 21 cornac berserker was bled to death by Cyroyathra the blade horror on level 1 of Ruined Dungeon.
Jhon DND no longer revels in blood quite so much.