Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 8 / 3% |
Size | medium |
Lifes / Deaths | Killed by blade horror at level 8 on the 2nd Mirth 122nd year of Ascendancy at 00:28 / 1 |
Primary Stats
Strength | 30 (base 30) |
Dexterity | 15 (base 11) |
Constitution | 22 (base 19) |
Magic | 10 (base 10) |
Willpower | 17 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -8/311 |
Stamina | 69/138 |
Healing Factor | 1.1024166372473 |
Regeneration | 0.27560415931181 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 25.500146650446 |
See Invisible | 25.500146650446 |
Offense: Mainhand
Damage | 57 |
Accuracy | 27 |
Crit Chance | 4% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Lightning | +9% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 12.317011280365 (72.903125182002%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 12 |
Physical Save | 25 |
Spell Save | 20 |
Mental Save | 24 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 12% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
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 / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 9 turns) 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. |
On fingers | marksman's copper ring of sensing marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
Around neck | Flashmire Flashmire0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% light +9% lightning Res.pen +5% light Melee Ret 4 light ----- def ----- Phys.save +12 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +16 (+8 eff.) Confus- +12% Amulets make your neck look great! |
In main hand | acidic iron greatmaul of massacre (28-43 power, 1 apr) acidic iron greatmaul of massacre (28-43 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% 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 mauls. |
Light source | brass lantern brass lantern2.0 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 | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Inventory
healing infusion (heal 40; cd 12) healing infusion (heal 40; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
warbringer's iron battleaxe of crippling (14-20 power, 1 apr) warbringer's iron battleaxe of crippling (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego++] Master Power 13.5 - 20.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +18% Massive two-handed battleaxes. |
iron greatmaul (20-29 power, 1 apr) iron greatmaul (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
iron greatsword (18-30 power, 1 apr) iron greatsword (18-30 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
balanced steel waraxe of dampening (14-19 power, 3 apr) balanced steel waraxe of dampening (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt/Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +8% acid +8% lightning +8% cold +7% fire +3% all Spell.save +5 (+2 eff.) Disarm- +21% One-handed war axes. |
Blazeveil the rough leather belt Blazeveil the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% blight +3% nature +6% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Falorobar the Airransom (0 def, 1 armour) Falorobar the Airransom (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
insulating iron helm of constitution (+2) (0 def, 3 armour) insulating iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable iron plate armour (0 def, 14 armour) impenetrable iron plate armour (0 def, 14 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +22% A suit of armour made of metal plates. |
2 agate 2 agate0.0 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Grinurach the Dawnwish Grinurach the Dawnwish2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% light Melee Ret 8 light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% arcane Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
pouch of iron shots of wind (10/10, 17-20 power, 1 apr) pouch of iron shots of wind (10/10, 17-20 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 17.0 - 20.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 10 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage Shots are used with slings to pummel your foes to death. |
evasive elm wand of shielding [power 122] (20 cooldown) evasive elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.0 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. |
3 citrine 3 citrine0.0 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. |
5 zircon 5 zircon0.0 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
Log
Blade horror's phys.bleed area effect hits Bersk for 18 physical damage.
Bersk hits Blade horror for (18 to psi shield), 27 physical (27 total damage).
Bleeding from Blade horror hits Bersk for 8 physical damage.
Blade horror's phys.bleed area effect hits Bersk for 21 physical damage.
Blade horror hits Bersk for 9 physical damage.
Melee retaliation hits Blade horror for 4 light damage.
Blade horror hits Bersk for 9 physical damage.
Melee retaliation hits Blade horror for 4 light damage.
Blade horror uses Implode.
Bersk is being crushed.
Bersk is bound by telekinetic forces!
Blade horror hits Bersk for 33 physical damage.
Imploding (slow) from Blade horror hits Bersk for 33 physical damage.
Bleeding from Blade horror hits Bersk for 10 physical damage.
Bersk uses Infusion: Regeneration.
Bersk starts regenerating health quickly.
Bersk shrugs off some effects!
Bersk shakes free of the telekinetic binding
Blade horror's phys.bleed area effect hits Bersk for 21 physical damage.
Blade horror hits Bersk for 9 physical damage.
Imploding (slow) from Blade horror hits Bersk for 33 physical damage.
Bleeding from Blade horror hits Bersk for 10 physical damage.
Melee retaliation hits Blade horror for 4 light damage.
Blade horror hits Bersk for 9 physical damage.
Blade horror's phys.bleed area effect hits Bersk for 21 physical damage.
Melee retaliation hits Blade horror for 4 light damage.
Bersk the level 8 cornac berserker was bludgeoned to death by a blade horror on level 1 of Ruins of Kor'Pul.
Bersk's rage subsides!