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 | 19 / 17% |
Size | medium |
Lifes / Deaths | Killed by Xyrana the ghoul at level 19 on the 2nd Decay 122nd year of Ascendancy at 10:08 / 2Killed by Velydariwen the ghast at level 19 on the 2nd Decay 122nd year of Ascendancy at 10:14 |
Primary Stats
Strength | 59 (base 47) |
Dexterity | 15 (base 10) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 53 (base 39) |
Cunning | 12 (base 10) |
Resources
Life | -56/464 |
Hate | 106/106 |
Healing Factor | 1.3 |
Regeneration | 0.32499999999999 |
Speed
Mental | +55.769854152873% |
Attack | 0% |
Movement | +349.16611479881% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 19 |
See Invisible | 21 |
Offense: Mainhand
Damage | 76 |
Accuracy | 35 |
Crit Chance | 3% |
APR | 17 |
Speed | 0.58 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 30.95 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Darkness | +11% |
Blight | +17% |
Physical | +36% |
Fire | +14% |
All | +8% |
Offense: Damage Penetration
Darkness | +5% |
Physical | +10% |
Fire | +5% |
Light | +5% |
Defense: Base
Armour (hardiness) | 32.92 (81.030927835052%) |
Defense | 23.675 |
Ranged Defense | 30.175 |
Fatigue | 36 |
Physical Save | 37.962826411055 |
Spell Save | 27.4375 |
Mental Save | 35.262826411055 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 33%( 70%) |
Physical | + 23%( 72%) |
Cold | + 46%( 70%) |
All | + 16%( 70%) |
Lightning | + 38%( 70%) |
Light | + 25%( 70%) |
Mind | + 25%( 70%) |
Darkness | + 32%( 74%) |
Arcane | + 20%( 70%) |
Fire | + 34%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Confusion Resistance | 15% |
Fear Resistance | 15% |
Knockback Resistance | 65% |
Instadeath Resistance | 100% |
Blind Resistance | 37% |
Inscriptions (3/3)
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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Willpower stat. |
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 magical, physical effects and reduce all damage taken by 16% for 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 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Voidking is fed upon by Velydariwen the ghast. Fed Upon |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +23% physical damage, +11 physical save, +11 mental save, 25/25 damage shrugged off this turn) Rampaging |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 8%. Strength and Willpower are increased by 4. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 |
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. The fortress's current energy level is: 11. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed pouch of luminous horror dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | insulating pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) insulating pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +2 Fatigue: +3% Changes resistances: +6% cold / +7% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +2 See stealth: +7 See invisible: +6 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 | iron helm 'Flareborn' (0 def, 3 armour) (Shrouds) iron helm 'Flareborn' (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% light / +12% darkness / +6% fire Changes resistances penetration: +5% fire Changes damage: +6% fire Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 181.64 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Armylathaldir the ash totem of thorny skin [power 29] (16/20 cooldown) Armylathaldir the ash totem of thorny skin [power 29] (16/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes damage: +9% blight It can be used to harden the skin for 6 turns increasing armour by 29 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | Emoletta EmolettaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Ranged Defense: +2 Changes stats: +2 Cun Damage when the wearer hits(melee): 11 gloom / 23 bleed Changes resistances: +9% fire Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
On fingers | Bethirin the Daygasher Bethirin the DaygasherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Damage when the wearer is hit: 8 acid Changes resistances: +6% acid Changes resistances penetration: +5% light Changes damage: +3% acid Maximum encumbrance: +32 Physical save: +16 Spell save: +13 Mental save: +12 Blindness immunity: +37% Light radius: +3 See stealth: +12 See invisible: +11 Rings can have magical properties. |
Around neck | warrior's gold amulet of willpower (+5) warrior's gold amulet of willpower (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% physical Stamina each turn: +0.50 Amulets can have magical properties. |
In main hand | Mayyriama the voratun mace (54-75.6 power, 6 apr) (Nightmares) Mayyriama the voratun mace (54-75.6 power, 6 apr) (Nightmares)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +10 Armour penetration: +6 Changes stats: +4 Dex Damage when the wearer hits(melee): 4 mind Changes resistances penetration: +10% physical Changes damage: +5% physical Critical mult.: +5.00% Stamina each turn: +0.20 Mental crit. chance: +2% Curse of Nightmares Blunt and deadly. |
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 off hand | icy dwarven-steel shield of mind resistance (+11%) (8 def, 2 armour, 80 block) (Corpses) icy dwarven-steel shield of mind resistance (+11%) (8 def, 2 armour, 80 block) (Corpses)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer hits(melee): 6 cold Damage when the wearer is hit: 11 cold Changes resistances: +11% mind Talent granted: +3 Block Curse of Corpses Handheld deflection devices |
Cloak | enveloping linen cloak of backstabbing (7 def, 0 armour) (Nightmares) enveloping linen cloak of backstabbing (7 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +5 Defense: +7 Critical mult.: +10.00% Stealth bonus: +5 Physical save: +5 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mayeyalrana the Duskbearer (5 def, 11 armour) (Misfortune) Mayeyalrana the Duskbearer (5 def, 11 armour) (Misfortune)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +5% arcane / +16% lightning / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness Curse of Misfortune A suit of armour made of metal plates. |
Inventory
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (0/1) Rod of Recall (0/1)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 10/400. 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
34th Dusk 122nd year of Ascendancy at 19:01 see stats
By Voidking the Cornac Cursed level 18
71st Haze 122nd year of Ascendancy at 06:19 see stats
By Voidking the Cornac Cursed level 17
66th Haze 122nd year of Ascendancy at 17:40 see stats
By Voidking the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 13:36 see stats
By Voidking the Cornac Cursed level 13
12nd Haze 122nd year of Ascendancy at 03:42 see stats
By Voidking the Cornac Cursed level 12
64th Dusk 122nd year of Ascendancy at 23:52 see stats
By Voidking the Cornac Cursed level 17
70th Haze 122nd year of Ascendancy at 17:22 see stats
By Voidking the Cornac Cursed level 19
2nd Decay 122nd year of Ascendancy at 10:08 see stats
Log
Voidking is not dazed anymore.
Your hatred grows even as your life fades! (+4 hate)
The unseen force around Velydariwen the ghast subsides.
Your hatred grows even as your life fades! (+4 hate)
Voidking hits Shadow for 12 cold, 9 acid (21 total damage).
Shadow hits Voidking for 32 physical damage.
Velydariwen the ghast hits Voidking for 28 physical damage.
Velydariwen the ghast uses Panic.
Voidking resists the panic!
Gloruriara the vampire casts Swap.
Voidking resists the swap!
Belymina the ghoul uses Switch Place.
Belymina the ghoul tries to evade attacks.
Voidking hits Belymina the ghoul for 12 cold, 9 acid (21 total damage).
Belymina the ghoul hits Voidking for 5 arcane damage.
Eilineta the vampire uses Evasion.
Eilineta the vampire tries to evade attacks.
Voidking has shrugged off 25 damage and is ready for more.
The fabric of time around Gloruriara the vampire stabilizes.
Velytta the master vampire casts Rune: Shielding.
A shield forms around Velytta the master vampire.
Layisevena the elder vampire deactivates Blur Sight.
Blur Sight has been disrupted by anti-magic forces!
Layisevena the elder vampire uses Summon.
Layisevena the elder vampire summons Something!
Velydariwen the ghast uses Willful Strike.
Your hatred grows even as your life fades! (+9 hate)
Saving game...