Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 15 / 21% |
Size | medium |
Lifes / Deaths | Killed by Emagaba the cave bear at level 14 on the 77th Dusk 122nd year of Ascendancy at 09:25 / 2Killed by Borius, Avatar of Bearness at level 15 on the 78th Dusk 122nd year of Ascendancy at 13:04 |
Primary Stats
Strength | 41 (base 41) |
Dexterity | 10 (base 10) |
Constitution | 17 (base 10) |
Magic | 10 (base 10) |
Willpower | 43 (base 33) |
Cunning | 12 (base 10) |
Resources
Life | -40/358 |
Hate | 100/100 |
Healing Factor | 1.3 |
Regeneration | 62.049 |
Speed
Mental | +55.769854152873% |
Attack | 0% |
Movement | +369.16611479881% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 4 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 55 |
Accuracy | 13 |
Crit Chance | 2% |
APR | 7 |
Speed | 0.64 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 27.45 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | -9% |
Mind | -4% |
Nature | +2% |
Blight | -8% |
Physical | +18% |
Fire | -7% |
All | -12% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +5% |
Darkness | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 34.92 (81.030927835052%) |
Defense | 13.201475604321 |
Ranged Defense | 17.201475604321 |
Fatigue | 12 |
Physical Save | 31.45282580697 |
Spell Save | 18.55 |
Mental Save | 39.42782580697 |
Defense: Resistances
Blight | + 23%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Darkness | + 7%( 74%) |
Light | + 9%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 9%( 70%) |
Lightning | + 6%( 70%) |
Fire | + 6%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Confusion Resistance | 15% |
Fear Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Stalk |
detrimental effect | The target has been weakened, reducing all damage inflicted by 22%. Weakened |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target is being crushed and suffers 29 damage each turn Crushing Hold |
beneficial effect | A flow of life spins around the target, regenerating 47.48 life per turn. Regeneration |
beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +30% physical damage, +15 physical save, +15 mental save, 27/27 damage shrugged off this turn) Rampaging |
detrimental effect | The target is grappled, unable to move, and has its defense and attack reduced by 13. Grappled |
detrimental effect | The target is maimed, reducing damage by 14 and global speed by 30%. Maimed |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
detrimental effect | The target is being strangled and may not cast spells and suffers 43 damage each turn. Strangle Hold |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 precision. He has given you some notes on the ingredients: * '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 orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Mardyrig the pair of hardened leather boots (2 def, 3 armour) Mardyrig the pair of hardened leather boots (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +4 Fatigue: +3% Changes stats: +1 Con Damage when the wearer hits(melee): 4 physical / 4 acid A pair of boots made of leather. |
Light source | Bregidil the alchemist's lamp Bregidil the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +5% mind Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +1% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | grounding iron helm of constitution (+2) (0 def, 3 armour) grounding iron helm of constitution (+2) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% lightning / +5% temporal 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 the wearer is hit: 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 | Shadeblight the gold ring Shadeblight the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Damage when the wearer is hit: 4 darkness Changes resistances: +6% mind Changes resistances penetration: +5% darkness Physical save: +8 Rings can have magical properties. |
On fingers | Nimbusking NimbuskingInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% nature / +3% darkness / +9% temporal Changes damage: +14% nature / +3% lightning Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Bethudhessra the Mucusdash (44-66 power, 2 apr) (Shrouds) Bethudhessra the Mucusdash (44-66 power, 2 apr) (Shrouds)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Defense: +10 Changes stats: +2 Wil Changes resistances: +3% nature Maximum mana: +20.00 Curse of Shrouds Massive two-handed maul. |
On hands | Betolratta the dwarven-steel gauntlets (0 def, 2 armour) Betolratta the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 11 fire Changes resistances: +6% fire / +6% temporal Changes resistances penetration: +5% arcane / +5% blight Changes damage: +5% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Spidervein the dwarven-steel plate armour (12 def, 16 armour) Spidervein the dwarven-steel plate armour (12 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +12 Fatigue: +24% Changes stats: +2 Cun Damage when the wearer hits(melee): 4 nature Changes resistances penetration: +5% nature Changes damage: +3% mind Mental save: +19 A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Velilaith' (2 def, 0 armour) cashmere cloak 'Velilaith' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil Damage when the wearer is hit: 4 mind Changes resistances: +3% mind / +3% blight / +9% light 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. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
mule's steel ring of lightning (+22%) mule's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +22 Rings can have magical properties. |
titan's steel ring of fire (+24%) titan's steel ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +4 Rings can have magical properties. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding linen wizard hat of lightning (+21%) (1 def, 0 armour) grounding linen wizard hat of lightning (+21%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +21% lightning / +6% temporal Changes damage: +10% lightning A pointy cloth hat, very wizardly... |
iron helm of the depths (0 def, 3 armour) iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked steel mail armour of lightning resistance (2 def, 6 armour) spiked steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 11 physical Changes resistances: +16% lightning A suit of armour made of mail. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 old Sher'tul places of power, any items dropped inside is 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. |
Achievements
By Voidking the Cornac Cursed level 10
25th Dusk 122nd year of Ascendancy at 05:39 see stats
By Voidking the Cornac Cursed level 10
5th Mirth 122nd year of Ascendancy at 20:06 see stats
By Voidking the Cornac Cursed level 13
70th Dusk 122nd year of Ascendancy at 11:09 see stats
By Voidking the Cornac Cursed level 11
36th Dusk 122nd year of Ascendancy at 12:32 see stats
By Voidking the Cornac Cursed level 14
77th Dusk 122nd year of Ascendancy at 09:25 see stats
Log
Borius, Avatar of Bearness overcomes the gloom
Talent Infusion: Regeneration is ready to use.
Voidking feels pain again.
Crushing Hold from Borius, Avatar of Bearness hits Voidking for 18 physical damage.
Voidking uses Infusion: Regeneration.
Voidking starts regenerating health quickly.
Borius, Avatar of Bearness uses Maim.
Your hatred grows even as your life fades! (+6 hate)
Voidking begins rampaging!
Voidking is maimed.
Borius, Avatar of Bearness hits Voidking for 56 physical damage.
Borius, Avatar of Bearness uses Clinch.
Voidking is being strangled.
Voidking has shrugged off 22 damage and is ready for more.
Strangle Hold from Borius, Avatar of Bearness hits Voidking for 7 physical damage.
Crushing Hold from Borius, Avatar of Bearness hits Voidking for 0 physical damage.
Borius, Avatar of Bearness uses Shattering Shout.
Your hatred grows even as your life fades! (+17 hate)
Voidking hits Borius, Avatar of Bearness for 69 physical, 5 physical, 10 fire, 3 acid, 4 nature (91 total damage).
Borius, Avatar of Bearness hits Voidking for 130 physical damage.
Talent Infusion: Wild is ready to use.
Your hatred grows even as your life fades! (+4 hate)
Voidking has shrugged off 27 damage and is ready for more.
Strangle Hold from Borius, Avatar of Bearness hits Voidking for 7 physical damage.
Crushing Hold from Borius, Avatar of Bearness hits Voidking for 22 physical damage.
Borius, Avatar of Bearness throws a finishing uppercut.
Your hatred grows even as your life fades! (+10 hate)
Saving game...