Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 Auto-Transmo Gems 1.0.1 No NPC Aggro 1.0.0 Inventory Show All Tabs By Default 1.0.1 Succor and easement 1.0.1 No Locked Categories 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 17 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by oozing horror at level 15 on the 13rd Loss 122nd year of Ascendancy at 00:46 2 / 4Killed by Gyba the bloated horror at level 15 on the 13rd Loss 122nd year of Ascendancy at 22:52 Killed by Aerorin the devourer at level 17 on the 10th Shortage 122nd year of Ascendancy at 01:54 Killed by Dark Dwarfy at level 17 on the 10th Shortage 122nd year of Ascendancy at 02:14 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 64 (base 44) |
| Cunning | 46 (base 39) |
Resources
| Life | 456/456 |
| Hate | 100/100 |
| Stamina | 283/283 |
| Healing Factor | 1.1734361503395 |
| Regeneration | 0.88007711275459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 39 |
| Crit Chance | 15% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50.4 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Nature | +10% |
| Fire | +5% |
| Physical | +6% |
| Cold | +4% |
| All | 0% |
Offense: Damage Penetration
| Cold | +2% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 18.3 |
| Ranged Defense | 18.3 |
| Fatigue | 3 |
| Physical Save | 24.571629339428 |
| Spell Save | 30.396629339428 |
| Mental Save | 34.25 |
Defense: Resistances
| Mind | + 9%( 70%) |
| Nature | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 4%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 30% |
| Fear Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 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 Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 115 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| talent | Chant of Fortitude |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +2. | 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 talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +2. | 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 have explored the Sandworm Lair and vanquished their Queen. * 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 49. | 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. | 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 |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Arthyfang (0 def, 1 armour) Arthyfang (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer is hit: 20 mind Changes resistances: +9% mind Mindpower: +8 Life regen bonus (wilder-summons): +4.00 A pair of boots made of leather. |
| Light source | healer's brass lantern of health healer's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 Healing mod.: +10% 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 | linen wizard hat of knowledge (1 def, 0 armour) linen wizard hat of knowledge (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun / +2 Wil Mindpower: +3 A pointy cloth hat, very wizardly... |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 53.04 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 70 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. |
| On fingers | Hoyadur the Nightlady Hoyadur the NightladyCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +8 Defense: +5 Changes stats: +4 Str / +2 Wil Damage when the wearer is hit: 12 darkness Changes damage: +6% darkness Mental save: +4 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | Koraldir the steel amulet Koraldir the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +2 Fatigue: -5% Changes stats: +3 Cun Talent mastery: +0.20 Cursed / Punishments Life regen: +0.30 Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 48.80 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.20 Healing mod.: +11% A belt that goes around your waist. |
| In off hand | hungering vined mindstar of frost (6-6.6 power, 18 apr, mind damage) hungering vined mindstar of frost (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 cold Changes resistances: +4% cold Changes resistances penetration: +2% cold Changes damage: +4% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +2 Mental crit. chance: +2% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | regal linen cloak of protection (1 def, 0 armour) regal linen cloak of protection (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Spell save: +6 Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
Scrying Orb 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) 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, costing 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 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dark Dwarfy the Dwarf Doomed level 15
14th Loss 122nd year of Ascendancy at 22:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dark Dwarfy the Dwarf Doomed level 11
22nd Dearth 122nd year of Ascendancy at 00:29 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dark Dwarfy the Dwarf Doomed level 15
14th Loss 122nd year of Ascendancy at 22:56 see stats
Level 10
Got a character to level 10.By Dark Dwarfy the Dwarf Doomed level 10
1st Profit 122nd year of Ascendancy at 07:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dark Dwarfy the Dwarf Doomed level 11
32nd Profit 122nd year of Ascendancy at 03:36 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Dark Dwarfy the Dwarf Doomed level 4
17th Voratun 122nd year of Ascendancy at 03:17 see stats
The Arena
Unlocked Arena mode.By Dark Dwarfy the Dwarf Doomed level 7
26th Voratun 122nd year of Ascendancy at 07:25 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Dark Dwarfy the Dwarf Doomed level 15
14th Loss 122nd year of Ascendancy at 22:09 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dark Dwarfy the Dwarf Doomed level 13
4th Loss 122nd year of Ascendancy at 09:14 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Dark Dwarfy the Dwarf Doomed level 13
3rd Loss 122nd year of Ascendancy at 10:38 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Dark Dwarfy the Dwarf Doomed level 16
24th Loss 122nd year of Ascendancy at 12:07 see stats
Log
Dark Dwarfy deactivates Call Shadows.
Dark Dwarfy deactivates Chant of Fortitude.
Dark Dwarfy deactivates Gesture of Pain.
Dark Dwarfy deactivates Deflection.
Dark Dwarfy speeds up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Shadow returns to the shadows.
Shadow casts Blindside.
Talent Willful Strike is ready to use.
Talent Devour Life is ready to use.
Talent Infusion: Regeneration is ready to use.
Dark Dwarfy activates Gesture of Pain.
Talent Focus Shadows is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Unseen Force is ready to use.
Talent Call Shadows is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Deflection is ready to use.
Dark Dwarfy activates Deflection.
Dark Dwarfy activates Call Shadows.
Dark Dwarfy activates Chant of Fortitude.
An elite foe has fallen to your hate! (+10 hate)
Saving done.
Saving done.
Saving game...
