










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 11 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 11 on the 7th Dusk 122nd year of Ascendancy at 08:20 0 / 5Killed by Horned Horror at level 11 on the 7th Dusk 122nd year of Ascendancy at 09:50 Killed by Horned Horror at level 11 on the 7th Dusk 122nd year of Ascendancy at 10:14 Killed by Horned Horror at level 11 on the 7th Dusk 122nd year of Ascendancy at 10:28 Killed by Horned Horror at level 11 on the 7th Dusk 122nd year of Ascendancy at 10:43 |
Primary Stats
| Strength | 46 (base 36) |
| Dexterity | 11 (base 11) |
| Constitution | 25 (base 25) |
| Magic | 15 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -2/344 |
| Stamina | 152/152 |
| Healing Factor | 1.2245178243369 |
| Regeneration | 0.30612945608423 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 27 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 47.50863224038 (94.051442452011%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 29 |
| Physical Save | 25 |
| Spell Save | 27 |
| Mental Save | 21 |
Defense: Resistances
| Light | + 33%( 70%) |
| Fire | + 13%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 19%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
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 techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | active |
Equipment
| On feet | pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats Str +2 offense ------ Physical Power +6 (+2 eff.) Accuracy +6 (+3 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +21% 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. |
| On head | iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Str +3 defense ------ Armor +6 Rings make your fingers look great! |
| Around neck | warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | Cloudstone (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Psionic Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +4 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Mindpower +25 (+12 eff.) Ignore resists +10% lightning defense ------ Resistance +9% fire other ------- Max psi +10.00 Massive two-handed swords. |
| Main armor | impenetrable steel plate armour of cold resistance (0 def, 18 armour)17.0 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +18 Fatigue +22% Resistance +15% cold A suit of armour made of metal plates. |
| Cloak | Loamsnake (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane While equipped: Stats Mag +5, Wil +5 offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Defense +2 (+2 eff.) Spell save +23 (+11 eff.) Mind save +8 (+4 eff.) other ------- Psi when Hit +0.28 Max mana +91.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Inventory
slime-covered steel greatsword (22-35 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt Weapon Damage 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 item nature slow On Hit: * 9% chance to slow global speed by 46% Massive two-handed swords. |
steel greatsword 'Woewrest' (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +12 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: defense ------ Mind save +9 (+4 eff.) other ------- Hate-on-crit +1.00 Massive two-handed swords. |
Belora (16-22 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% defense ------ Defense +15 (+13 eff.) Crit Resistance 15.00% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% One-handed war axes. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
63 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 12 fire defense ------ Resistance +6% fire other ------- 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Chest2.0 Encumbrance 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. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Talent Infusion: Wild is ready to use.
You are sent back to the material plane!
Berserker hits Horned Horror for (16 flat reduction), 61 physical, (4 flat reduction), 0 mind, (16 flat reduction), 0 light (61 total damage).
Horned Horror hits Berserker for 28 physical, 22 lightning (50 total damage).
Berserker hits Horned Horror for (16 flat reduction), 90 physical, (4 flat reduction), 0 mind, (16 flat reduction), 0 light (90 total damage).
Horned Horror lashes out with a spinning backhand.
Horned Horror casts Chain Lightning.
Berserker is recovering from the damage!
Horned Horror hits Berserker for 49 physical, 22 lightning, 127 lightning (198 total damage).
Berserker hits Horned Horror for (16 flat reduction), 104 physical, (4 flat reduction), 0 mind, (16 flat reduction), 0 light (104 total damage).
Horned Horror hits Berserker for 22 physical, 22 lightning (44 total damage).
Berserker hits Horned Horror for (16 flat reduction), 63 physical, (4 flat reduction), 0 mind, (16 flat reduction), 0 light (63 total damage).
Horned Horror throws two quick punches.
Horned Horror hits Berserker for 25 physical, 22 lightning, 36 physical, 22 lightning (105 total damage).
Berserker misses Horned Horror.
Horned Horror hits Berserker for 20 physical, 22 lightning (42 total damage).
Talent Death Dance is ready to use.
Berserker hits Horned Horror for (16 flat reduction), 105 physical, (4 flat reduction), 0 mind, (16 flat reduction), 0 light (105 total damage).
Horned Horror hits Berserker for 32 physical, 22 lightning (54 total damage).
Berserker misses Horned Horror.
Horned Horror throws two quick punches.
Horned Horror hits Berserker for 37 physical, 22 lightning (59 total damage).
Berserker the level 11 cornac berserker was shocked to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.























































