Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Opt-in Adventurers Parties 1.0.4 Spellsword 1.0.4 Stone Wardens DLC Class 1.0.3 Midnight 1.0.4 Misc objects Addon 1.0.4 Rare item Egos update 1.0.4 Tier-1 Short Circuit Option 1.0.4 Wights 1.0.4 Arcanum Class Pack 1.0.4 Dwarven Adventurer 1.0.4 Druid Class 1.0.4 Draconians 1.0.4 Items Vault 1.0.3 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 15 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by bone giant at level 15 on the 17th Voratun 122nd year of Ascendancy at 19:54 / 1 |
Primary Stats
| Strength | 48 (base 41) |
| Dexterity | 15 (base 11) |
| Constitution | 35 (base 32) |
| Magic | 8 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -4/496 |
| Stamina | 78/120 |
| Healing Factor | 1 |
| Regeneration | 17.25 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 5 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 47 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13.1 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +4% |
| Physical | +9% |
Defense: Base
| Armour (hardiness) | 26.6 (75%) |
| Defense | 4.75 |
| Ranged Defense | 4.75 |
| Fatigue | 13 |
| Physical Save | 24.525 |
| Spell Save | 15.35 |
| Mental Save | 8.05 |
Defense: Resistances
| Fire | + 11%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | cinder iron gauntlets of dexterity (+2) (0 def, 1 armour) cinder iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 fire Changes resistances: +5% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
| Tool | bright ash wand of conjuration [power 145] (6 cooldown) bright ash wand of conjuration [power 145] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 72-145), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Blindness immunity: +24% See stealth: +5 See invisible: +8 Rings can have magical properties. |
| Around neck | copper amulet of mastery (0.10 Technique / Conditioning) copper amulet of mastery (0.10 Technique / Conditioning)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Conditioning Amulets can have magical properties. |
| In main hand | dwarven-steel greatmaul of gravity (42.5-63.75 power, 2 apr) dwarven-steel greatmaul of gravity (42.5-63.75 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +9 gravity When wielded/worn: Changes damage: +9% physical Massive two-handed maul. |
| Main armor | spiked iron mail armour (2 def, 4 armour) spiked iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer is hit: 11 physical A suit of armour made of mail. |
| Cloak | lightening linen cloak (1 def, 0 armour) lightening linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Inventory
flaming iron battleaxe of massacre (14.5-21.75 power, 1 apr) flaming iron battleaxe of massacre (14.5-21.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Massive two-handed battleaxes. |
Skullcleaver (16-22.4 power, 3 apr) Skullcleaver (16-22.4 power, 3 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
elemental cured leather whip (9.5-10.45 power, 3 apr) elemental cured leather whip (9.5-10.45 power, 3 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 9.5 - 10.5 Uses stat: 90% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 80% Special effect when this weapon hits: random elemental effect Damage conversion: 14% fire / 10% cold / 11% lightning / 11% acid Sharp, long and deadly. |
slimy cashmere robe of lightning (+19%) (2 def, 0 armour) slimy cashmere robe of lightning (+19%) (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer is hit: 4 slime Changes resistances: +19% lightning Changes damage: +13% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of magic (+4) (2 def, 0 armour) cashmere wizard hat of magic (+4) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag A pointy cloth hat, very wizardly... |
linen wizard hat of fire (+16%) (1 def, 0 armour) linen wizard hat of fire (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
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. |
Achievements
Level 10
Got a character to level 10.By Dat Axe the Dwarf Berserker level 10
17th Voratun 122nd year of Ascendancy at 02:50 see stats
Log
Bone giant is not intimidated!
Dat Axe hits bone giant for 0 physical damage.
Bone giant hits Dat Axe for 40 physical, 16 blight damage (total 54.52).
Dat Axe deactivates Daunting Presence.
The shield around bone giant crumbles.
Dat Axe hits bone giant for 3 physical damage.
Bone giant hits Dat Axe for 36 physical, 16 blight damage (total 50.76).
Dat Axe is not stunned anymore.
Dat Axe has recovered!
Talent Death Dance is ready to use.
Talent Sunder Armour is ready to use.
Talent Sunder Arms is ready to use.
Talent Infusion: Regeneration is ready to use.
Dat Axe hits bone giant for 10 physical damage.
Bone giant hits Dat Axe for 37 physical, 16 blight damage (total 51.70).
Dat Axe has finished recovering.
Bone giant hits Dat Axe for 15 blight damage.
Dat Axe hits bone giant for 87 physical, 8 physical, 6 fire damage (total 99.38).
Dat Axe hits bone giant for 10 physical damage.
Bone giant hits Dat Axe for 39 physical, 16 blight damage (total 53.58).
Dat Axe uses Infusion: Regeneration.
Dat Axe starts regenerating health quickly.
Dat Axe hits bone giant for 10 physical damage.
Bone giant hits Dat Axe for 40 physical, 16 blight damage (total 54.52).
Bone giant killed Dat Axe!
Dat Axe the level 15 dwarf berserker was plagued to death by a bone giant on level 19 of The Arena.
