Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 16 / 77% |
Size | medium |
Lifes / Deaths | Killed by thief at level 8 on the 2nd Mirth 122nd year of Ascendancy at 23:25 0 / 6Killed by rogue at level 11 on the 28th Dusk 122nd year of Ascendancy at 07:03 Killed by bandit at level 11 on the 28th Dusk 122nd year of Ascendancy at 07:50 Killed by Horned Horror at level 13 on the 35th Dusk 122nd year of Ascendancy at 14:23 Killed by Diafeth the human at level 16 on the 69th Dusk 122nd year of Ascendancy at 17:05 Killed by Ivalranor the Guardian at level 16 on the 77th Dusk 122nd year of Ascendancy at 12:50 |
Primary Stats
Strength | 43 (base 43) |
Dexterity | 13 (base 11) |
Constitution | 39 (base 36) |
Magic | 12 (base 10) |
Willpower | 23 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -31/548 |
Stamina | 92/138 |
Healing Factor | 1.12 |
Regeneration | 11.251690757422 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +99.819327554668% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 8 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 47 |
Accuracy | 31 |
Crit Chance | 45% |
APR | 7 |
Speed | 1.11 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 26.45 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 37.56 (88.454810495627%) |
Defense | 8.05 |
Ranged Defense | 10.05 |
Fatigue | 29 |
Physical Save | 27.85 |
Spell Save | 43.583333333333 |
Mental Save | 18.25 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
Poison Resistance | 15% |
Stun Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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: SunUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 34) for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 74 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Berserker Rage |
talent | Precise Strikes |
beneficial effect | Increases critical hit chance by 36%. Berserker Rage |
detrimental effect | Reduces global action speed by 0%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+8 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 7.24 physical damage per turn. Bleeding |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 |
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. | 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 |
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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | miner's iron helm of constitution (+3) (0 def, 4 armour) miner's iron helm of constitution (+3) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Con Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Cyroralaith the gold ring Cyroralaith the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Changes resistances: +10% blight / +6% light / +7% nature / +6% darkness Poison immunity: +15% Disease immunity: +13% Only die when reaching: -20.00 life Rings can have magical properties. |
On fingers | gold ring 'Ichortrail' gold ring 'Ichortrail'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% blight / +3% darkness Changes resistances penetration: +15% nature Changes damage: +12% blight / +3% nature Rings can have magical properties. |
Around waist | Airwrest the hardened leather belt Airwrest the hardened leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Changes resistances: +3% acid Changes damage: +9% acid Physical save: +7 (+4 eff.) Mental save: +6 (+4 eff.) Life regen: +0.90 Maximum life: +54.00 Mindpower: +5 (+2 eff.) Healing mod.: +12% A belt that goes around your waist. |
In main hand | Noonrace the dwarven-steel greatsword (37.5-60 power, 2 apr) Noonrace the dwarven-steel greatsword (37.5-60 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage against: +23% Unnatural When wielded/worn: Changes stats: +5 Wil Changes damage: +6% mind / +6% light Massive two-handed swords. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 14/24) : Effective talent level: 3.0 Power cost: 8 out of 14/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.74 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. |
Main armor | impenetrable steel plate armour of fire resistance (4 def, 14 armour) impenetrable steel plate armour of fire resistance (4 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+4 eff.) Fatigue: +22% Changes resistances: +17% fire A suit of armour made of metal plates. |
Cloak | linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +2 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs 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... |
Inventory
This item will automatically be transmogrified when you leave the level. acidic steel greatmaul of massacre (35-52.5 power, 2 apr)acidic steel greatmaul of massacre (35-52.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. mighty ash longbow of acidmighty ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +10 acid When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes damage: +8% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. quick steel longsword (13.5-18.9 power, 3 apr)quick steel longsword (13.5-18.9 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +2 Dex Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Burntrial the hardened leather beltBurntrial the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 4 blight / 4 fire Changes resistances: +3% blight / +9% fire Critical mult.: +9.00% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Wrathroot's Barkwood (9 def, 10 armour, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 60 block) Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+9 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. acidic quiver of ash arrows of accuracy (17/17, 18-25.2 power, 7 apr)acidic quiver of ash arrows of accuracy (17/17, 18-25.2 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 On weapon crit: * splashes the target with acid Damage (Ranged): +8 acid Arrows are used with bows to pierce your foes to death. |
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 after 40 turns, 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 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. |
This item will automatically be transmogrified when you leave the level. Honarirab the pouch of dwarven-steel shots (23/23, 40-48 power, 3 apr)Honarirab the pouch of dwarven-steel shots (23/23, 40-48 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 40.0 - 48.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 On weapon hit: * 40% chance to corrode armour On weapon crit: * wounds the target Damage (Ranged): +7 bleed When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
Achievements
By Sky the Cornac Berserker level 10
26th Dusk 122nd year of Ascendancy at 10:19 see stats
By Sky the Cornac Berserker level 9
2nd Flare 122nd year of Ascendancy at 20:51 see stats
By Sky the Cornac Berserker level 7
79th Pyre 122nd year of Ascendancy at 00:24 see stats
By Sky the Cornac Berserker level 13
36th Dusk 122nd year of Ascendancy at 04:27 see stats
By Sky the Cornac Berserker level 14
57th Dusk 122nd year of Ascendancy at 19:46 see stats
Log
Sky misses Ivalranor the Guardian.
Ivalranor the Guardian hits Sky for 1 physical, 10 physical (11 total damage).
Sky hits Ivalranor the Guardian for 16 blight, 4 lightning (20 total damage).
Ivalranor the Guardian hits Sky for 1 physical, 10 physical (11 total damage).
Sky hits Ivalranor the Guardian for 16 blight, 4 lightning (20 total damage).
Ivalranor the Guardian is not stunned anymore.
Ivalranor the Guardian uses Kinetic Leech.
Sky slows down.
Beyond the Flesh hits Sky for 3 physical, 8 temporal, 24 physical (34 total damage).
Sky hits Ivalranor the Guardian for 16 blight, 4 lightning (20 total damage).
Sky uses Infusion: Healing.
Sky receives 138 healing from Infusion: Healing.
Sky performs a melee critical strike against Ivalranor the Guardian!
Ivalranor the Guardian resists the mind attack!
Sky starts to bleed.
Sky hits Ivalranor the Guardian for (43 to psi shield), 23 physical, , , 1 mind (24 total damage).
Ivalranor the Guardian hits Sky for 8 temporal, 8 physical (17 total damage).
Talent Stunning Blow is ready to use.
Bleeding from Ivalranor the Guardian hits Sky for 1 physical damage.
Ivalranor the Guardian uses Knife Storm.
Beyond the Flesh hits Sky for 3 physical, 8 temporal, 24 physical (34 total damage).
Sky hits Ivalranor the Guardian for 14 blight, 3 lightning (17 total damage).
Sky hits Ivalranor the Guardian for (12 to psi shield), 19 fire (19 total damage).
Bleeding from Ivalranor the Guardian hits Sky for 1 physical damage.
Ivalranor the Guardian's physical bleed area effect hits Sky for 38 physical damage.
Ivalranor the Guardian uses Brain Storm.
Saving game...