Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Corruptor |
| Level / Exp | 6 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 6 on the 1st Mirth 122nd year of Ascendancy at 09:37 0 / 3Killed by skeleton mage at level 6 on the 1st Mirth 122nd year of Ascendancy at 12:33 Killed by skeleton mage at level 6 on the 3rd Mirth 122nd year of Ascendancy at 07:14 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 10 (base 10) |
| Constitution | 16 (base 16) |
| Magic | 24 (base 24) |
| Willpower | 18 (base 15) |
| Cunning | 13 (base 10) |
Resources
| Life | 204/204 |
| Vim | 120/120 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 4 |
| Crit Chance | 5% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Lightning | +20% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 10.5 |
| Spell Save | 19.7 |
| Mental Save | 23.925 |
Defense: Resistances
| Cold | + 6%( 70%) |
| Fire | + 11%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| 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. |
Class Talents
| Corruption / Blight | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| 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 |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by Bethonn the skeleton warrior. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 10 fire Changes resistances: +5% fire Mental save: +6 Light radius: +2 See stealth: +6 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 | clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Mental save: +5 A pointy cloth hat, very wizardly... |
| 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 | copper ring 'Erelodeneg' copper ring 'Erelodeneg'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 4 mind Changes resistances penetration: +5% mind Mental save: +6 Rings can have magical properties. |
| Around waist | insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +6% fire / +6% cold Spell save: +5 A belt that goes around your waist. |
| In main hand | potent ash magestaff of might (20-24 power, 3 apr, lightning damage) potent ash magestaff of might (20-24 power, 3 apr, lightning damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +8 Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 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. |
| Around neck | copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. Spectral Blade (24-38.4 power, 25 apr)Spectral Blade (24-38.4 power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage when this weapon hits: +10 arcane When wielded/worn: Mana each turn: +0.50 Spellpower: +5 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword (11-17.6 power, 1 apr)acidic iron greatsword (11-17.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 11.0 - 17.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron longsword (8-11.2 power, 2 apr)iron longsword (8-11.2 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
cruel ash magestaff of fate (15-18 power, 3 apr, cold damage) cruel ash magestaff of fate (15-18 power, 3 apr, cold damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +6 Spell save: +7 Mental save: +6 Spellpower: +6 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of warding (15-18 power, 3 apr, fire damage) earthen ash vilestaff of warding (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +3% Defense: +5 Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +1 Ward +1 Command Staff Physical save: +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight damage) elm vilestaff (10-12 power, 2 apr, blight damage)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 7.41 cold damage and 7.41 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. iron waraxe (6-8.4 power, 2 apr)iron waraxe (6-8.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 Fatigue: -4% Stealth bonus: +6 Maximum encumbrance: +24 A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Spell save: +5 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. miner's pair of iron boots (0 def, 7 armour)miner's pair of iron boots (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots (0 def, 3 armour)scholar's pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
blood-etched iron shield (4 def, 2 armour, 18.5 block) blood-etched iron shield (4 def, 2 armour, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes stats: +3 Con Talent granted: +1 Block Life regen: +1.00 Healing mod.: +11% Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. iron shield (4 def, 2 armour, 19.5 block)iron shield (4 def, 2 armour, 19.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
That was close
Killed your target while having only 1 life left.By quixotic the Cornac Corruptor level 6
79th Pyre 122nd year of Ascendancy at 20:37 see stats
Log
Quixotic casts Soul Rot.
Quixotic's Soul Rot hits Degenerated skeleton warrior for 135 blight damage.
Quixotic's Soul Rot killed Degenerated skeleton warrior!
Something hits quixotic for 70 arcane damage.
Burning from Skeleton mage hits quixotic for 10 fire damage.
Burning from Skeleton mage hits quixotic for 10 fire damage.
Quixotic stops burning.
Talent Soul Rot is ready to use.
Quixotic uses Infusion: Regeneration.
Quixotic starts regenerating health quickly.
Quixotic is on fire!
Skeleton mage's Flame hits quixotic for 31 fire damage.
Quixotic stops regenerating health quickly.
Burning from Skeleton mage hits quixotic for 10 fire damage.
Something hits quixotic for 70 arcane damage.
Burning from Skeleton mage hits quixotic for 10 fire damage.
quixotic the level 6 cornac corruptor was toasted to death by a skeleton mage on level 3 of Ruins of Kor'Pul.
You have no more lives left.
Quixotic stops burning.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Burning from Skeleton mage killed quixotic!
Saving done.
