











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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 17 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 11 on the 25th Profit 122nd year of Ascendancy at 19:07 0 / 6Killed by snow giant boulder thrower at level 14 on the 40th Profit 122nd year of Ascendancy at 11:58 Killed by Axaxe at level 16 on the 3rd Dearth 122nd year of Ascendancy at 20:31 Killed by Axaxe at level 16 on the 4th Dearth 122nd year of Ascendancy at 02:36 Killed by Tarsedta the thalore at level 17 on the 5th Loss 122nd year of Ascendancy at 03:53 Killed by Weirdling Beast at level 17 on the 16th Loss 122nd year of Ascendancy at 01:20 |
Primary Stats
| Strength | 55 (base 37) |
| Dexterity | 20 (base 15) |
| Constitution | 45 (base 30) |
| Magic | 11 (base 10) |
| Willpower | 22 (base 12) |
| Cunning | 23 (base 13) |
Resources
| Life | -103/684 |
| Stamina | 37/178 |
| Healing Factor | 1.3711689881047 |
| Regeneration | 8.585296026462 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 32.074207531484 |
| See Invisible | 37.074207531484 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 48 |
| Crit Chance | 8% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +13% |
| Blight | +3% |
| Physical | +3% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +24% |
| Nature | +21% |
| Darkness | +12% |
| Mind | +17% |
| Cold | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 33.317011280365 (72.903125182002%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 2 |
| Physical Save | 40 |
| Spell Save | 27 |
| Mental Save | 32 |
Defense: Resistances
| Darkness | + 29%( 70%) |
| Light | + 34%( 70%) |
| Blight | + 16%( 70%) |
| Nature | + 7%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 63% |
| Pinning Resistance | 22% |
| Blind Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (4/4)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by giant spider. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved physical save by +12. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength 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 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 |
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. | 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. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Xevena the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes damage: +3% blight Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Mental save: +9 (+4 eff.) Mindpower: +20 (+9 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
| Light source | Silewe the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Str Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Light radius: +3 Healing mod.: +12% 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 | Branodeblek the iron helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +5 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +11% light / +11% darkness Changes damage: +3% physical Critical mult.: +10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Chamadil the yew wand of shielding [power 242] (8/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Cun / +1 Mag Maximum wards: +3 blight / +4 fire / +3 arcane / +4 cold Changes damage: +3% mind Talent granted: +1 Ward Infravision radius: +2 See invisible: +6 It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | Shadeblur the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +5 Str / +5 Con Changes resistances: +20% light Changes resistances penetration: +5% darkness Changes damage: +10% light / +3% darkness Blindness immunity: +21% Infravision radius: +4 See stealth: +9 See invisible: +8 Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted 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 | Halanik the dwarven-steel greatsword (38-61 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind Damage (radius 2) on crit: +24 acid / +12 nature When wielded/worn: Accuracy: +33 (+11 eff.) Armour penetration: +22 Defense: +12 (+6 eff.) Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +3 Con Changes resistances penetration: +17% acid / +14% nature / +7% all Changes damage: +12% mind Disarm immunity: +42% Massive two-handed swords. |
| On hands | Freezestrike the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str Changes resistances: +12% cold Changes resistances penetration: +10% mind / +25% cold Stamina each turn: +2.00 Only die when reaching: -20.00 life 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 | radiant dwarven-steel mail armour of command (10 def, 13 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +2 Cun / +2 Wil Changes resistances: +13% blight / +12% darkness Mental save: +14 (+7 eff.) Light radius: +1 A suit of armour made of mail. |
| Cloak | Xanoda the Lightserpent (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes stats: +1 Dex / +2 Mag / +2 Wil Changes resistances: +3% nature / +3% darkness Changes damage: +3% light Spell save: +7 (+3 eff.) Only die when reaching: -20.00 life Maximum mana: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +11 Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +4 Con Critical mult.: +10.00% Life regen: +1.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
Inventory
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... |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Newly picked upcleansing steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% blight / +17% cold / +11% nature A suit of armour made of mail. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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.(72 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Axaxe the Dwarf Berserker level 8
26th Voratun 122nd year of Ascendancy at 16:51 see stats
Level 10
Got a character to level 10.By Axaxe the Dwarf Berserker level 10
17th Profit 122nd year of Ascendancy at 19:41 see stats
Size matters
Did over 600 damage in one attack.By Axaxe the Dwarf Berserker level 16
2nd Dearth 122nd year of Ascendancy at 10:59 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Axaxe the Dwarf Berserker level 5
17th Voratun 122nd year of Ascendancy at 16:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Axaxe the Dwarf Berserker level 17
5th Loss 122nd year of Ascendancy at 05:46 see stats
Log
Weirdling Beast is confused and fails to use Mind Sear.
Talent Rune: Blink is ready to use.
Axaxe instinctively hardens his skin and ignores the attack!
Axaxe repels an attack from Weirdling Beast.
Axaxe is confused and fails to use Rune: Blink.
Weirdling Beast uses Infusion: Wild.
Weirdling Beast lessens the pain.
Talent Resilience of the Dwarves is ready to use.
Axaxe casts Rune: Blink.
Axaxe is out of phase.
Axaxe overcomes the gloom
Weirdling Beast casts Taint: Devourer.
Axaxe is no longer out of phase.
Taint: Devourer hits Weirdling Beast for 82 healing, 82 healing (0 total damage) [163 healing].
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Axaxe for 126 mind damage.
Axaxe uses Resilience of the Dwarves.
Axaxe's skin turns to stone.
Axaxe uses Infusion: Regeneration.
Axaxe starts regenerating health quickly.
Axaxe is stunned with fear!
Weirdling Beast casts Rune: Shielding.
A shield forms around Weirdling Beast.
Weirdling Beast casts Manathrust.
Weirdling Beast hits Axaxe for 129 arcane damage.
Axaxe the level 17 dwarf berserker was mana-torn to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.


























































