
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! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 11 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Druek the halfling at level 11 on the 18th Dusk 122nd year of Ascendancy at 01:32 0 / 5Killed by Layylekira the golem at level 11 on the 21st Dusk 122nd year of Ascendancy at 13:42 Killed by worm that walks at level 11 on the 29th Dusk 122nd year of Ascendancy at 14:12 Killed by worm that walks at level 11 on the 29th Dusk 122nd year of Ascendancy at 14:33 Killed by worm that walks at level 11 on the 29th Dusk 122nd year of Ascendancy at 15:57 |
Primary Stats
| Strength | 39 (base 36) |
| Dexterity | 17 (base 11) |
| Constitution | 25 (base 25) |
| Magic | 13 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -13/377 |
| Stamina | 132/132 |
| Healing Factor | 1.2245178243369 |
| Regeneration | 4.4909766442992 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 7 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 41 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 41 |
| Crit Chance | 19% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +16% |
| Physical | +13% |
| Arcane | +3% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Fire | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 30.317011280365 (72.903125182002%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 14 |
| Physical Save | 22 |
| Spell Save | 31 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
| Stun Resistance | 24% |
| Disarm Resistance | 21% |
| Poison Resistance | 12% |
| Blind Resistance | 59% |
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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 165 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 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 |
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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your 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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 |
Equipment
| On feet | Begorn the Blazeslicer (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +1% physical +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Voidgash the rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% light +9% fire +6% darkness +4% physical ----- def ----- Armour +6 Resists +3% light ---------- misc Light +1 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. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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 | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | treant's copper ring of tenacity0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +6% nature +6% blight Max.HP +20.00 Poison- +12% Disease- +10% Disarm- +21% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
| Around neck | Emelamira the Corpseream0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Lck dps ---------- Dmg.mod +3% arcane Res.pen +10% nature Acc +6 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +10% lightning +14% light +12% darkness Unseen.red 10% Blind- +21% Stun/Frz- +24% ---------- misc Mana/turn +0.04 Max.vim +10.00 Amulets make your neck look great! |
| In main hand | truestriking steel mace of crippling (14-19 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +7% physical Acc +10 (+3 eff.) Apr +6 Blunt and deadly. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| In off hand | Stokezephyr the steel dagger (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature +4 fire On Hit.r1 +4 nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +12% fire ---------- misc Light +1 Sharp, short and deadly. |
| Cloak | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour of the deep (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
Inventory
Prismatic Rune (6 turns; lightning, temporal, darkness, mind, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 temporal, 3 darkness, 5 mind, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
archmage's copper amulet of perfection (0.12 Technique / Conditioning,0.12 Technique / Two-handed assault)0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Dmg.mod +4% acid +4% fire +4% cold +4% lightning ---------- misc Masteries +0.12 Technique/Conditioning +0.12 Technique/Two-handed assault Amulets make your neck look great! |
quiver of ash arrows (18/18, 19-27 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Arrows are used with bows to pierce your foes to death. |
3 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. |
aquamarine0.0 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
4 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. |
2 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. |
3 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
Level 10
Got a character to level 10.By Artemis the Higher Berserker level 10
9th Mirth 122nd year of Ascendancy at 09:51 see stats
The Arena
Unlocked Arena mode.By Artemis the Higher Berserker level 7
78th Pyre 122nd year of Ascendancy at 05:08 see stats
The secret city
Discovered the truth about mages.By Artemis the Higher Berserker level 11
10th Mirth 122nd year of Ascendancy at 13:02 see stats
Log
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Artemis misses Worm that walks.
Artemis hits Carrion worm mass for 19 light damage.
Artemis hits Worm that walks for 34 physical, 4 physical, 17 light (55 total damage).
Artemis hits Carrion worm mass for 19 light damage.
Artemis killed Carrion worm mass!
Artemis killed Carrion worm mass!
Worm that walks casts Virulent Strike.
Worm that walks misses Artemis.
Worm that walks hits Artemis for 9 physical, 5 temporal, 18 blight, 5 blight, 5 temporal, 18 blight, 3 blight, 6 blight, 18 blight (87 total damage).
Ruin hits Worm that walks for 8 healing, 8 healing, 8 healing (0 total damage) [24 healing].
Worm that walks HEALS from blight damage!
Carrion worm mass's blight area effect hits Worm that walks for 0 blight, 6 healing (0 total damage) [6 healing].
Carrion worm mass's blight area effect hits Artemis for 9 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Worm that walks for 0 blight, 6 healing (0 total damage) [6 healing].
Carrion worm mass's blight area effect hits Artemis for 9 blight damage.
Carrion worm mass's blight area effect hits Carrion worm mass for 0 blight damage.
Artemis hits Worm that walks for 37 physical, 4 physical, 17 light, 9 physical, 8 nature, 7 fire, 4 physical, 17 light, 4 nature (107 total damage).
Artemis hits Carrion worm mass for 19 light, 19 light, 4 nature (43 total damage).
Worm that walks casts Worm Rot.
Artemis is afflicted by a terrible worm rot!
Artemis killed Carrion worm mass!
Worm that walks hits Artemis for 5 blight, 6 temporal, 22 blight, 3 blight, 7 blight, 22 blight (66 total damage).
Ruin hits Worm that walks for 10 healing, 10 healing (0 total damage) [19 healing].
Artemis the level 11 higher berserker was tainted to death by a worm that walks on level 1 of Old Forest.
A carrion worm mass bursts out of Artemis!
Artemis is free from the worm rot.





























































