Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 8 / 67% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 8 on the 4th Dusk 122nd year of Ascendancy at 18:03 / 1 |
Primary Stats
Strength | 28 (base 28) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 11 (base 10) |
Willpower | 23 (base 25) |
Cunning | 10 (base 10) |
Resources
Life | -56/212 |
Hate | 100/100 |
Equilibrium | 10 |
Healing Factor | 0.86676590156958 |
Regeneration | 49.483665320607 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 51 |
Accuracy | 30 |
Crit Chance | 3% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Light | +14% |
Acid | +15% |
Offense: Damage Penetration
Physical | +10% |
Acid | +20% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 5 |
Ranged Defense | 6 |
Fatigue | 13 |
Physical Save | 13 |
Spell Save | 11 |
Mental Save | 22 |
Defense: Resistances
Acid | + 27%( 70%) |
Light | + 61%( 70%) |
Darkness | + 27%( 70%) |
Cold | + 7%( 70%) |
Mind | + 2%( 70%) |
Fire | + 5%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 27% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 27% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 372% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Stalking Bill the Stone Troll. Bonus level 1: +4 attack, +5% melee damage, +0.50 hate/turn prey was hit. Stalking 980/1246 +1 |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | A flow of life spins around the target, regenerating 56.84 life per turn. Regeneration |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)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. |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+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. | 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 |
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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. 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.' * '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.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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.' | active |
Equipment
On feet | insulating pair of iron boots of tirelessness (0 def, 3 armour) insulating pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% cold / +5% fire 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. |
Main armor | prismatic hardened leather armour of clarity (Misfortune) (3 def, 6 armour) prismatic hardened leather armour of clarity (Misfortune) (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +12% darkness / +6% mind / +12% light Mental save: +13 (+6 eff.) Curse of Misfortune A suit of armour made of leather. |
On hands | Gloomblur (0 def, 1 armour) Gloomblur (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 light Changes stats: +1 Mag Changes resistances: +6% light Changes damage: +4% light Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | 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 (73 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Daimuromironik (0 def, 3 armour) Daimuromironik (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 acid Changes resistances: +27% acid / +13% light / +15% darkness Changes resistances penetration: +20% acid Changes damage: +15% acid A cap made of leather. |
In main hand | truestriking dwarven-steel greatsword of massacre (Madness) (153% power, 2 apr) truestriking dwarven-steel greatsword of massacre (Madness) (153% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 153% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +12 Changes resistances penetration: +10% physical Curse of Madness Massive two-handed swords. |
Inventory
steel greatmaul 'Forestdeath' (Madness) (138% power, 2 apr) steel greatmaul 'Forestdeath' (Madness) (138% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 138% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +12 nature Burst (radius 1) on hit: +12 lightning / +13 fire / +12 nature Burst (radius 2) on crit: +4 nature / +4 lightning When wielded/worn: Changes resistances penetration: +10% nature Curse of Madness Massive two-handed mauls. |
steady elm longbow (Madness) steady elm longbow (Madness)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +2.0% Curse of Madness Longbows are used to shoot arrows at your foes. |
Isothra the Dazzlegrind (Nightmares) (125% power, 4 apr) Isothra the Dazzlegrind (Nightmares) (125% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn * 25% chance to put talents on cooldown Damage (Melee): +10 nature / +9 temporal Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +2 Dex / +3 Mag / +1 Wil / +3 Cun / +3 Con Changes resistances penetration: +11% lightning Reduces incoming crit damage: 10.00% Curse of Nightmares Sharp, long, and deadly. |
balanced dwarven-steel mace of massacre (Shrouds) (140% power, 4 apr) balanced dwarven-steel mace of massacre (Shrouds) (140% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+8 eff.) Disarm immunity: +20% Curse of Shrouds Blunt and deadly. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 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 (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. |
warded steel torque of psychoportation [power 29] (30 cooldown) warded steel torque of psychoportation [power 29] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +1 physical / +2 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 29), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Ionandr the Cornac Cursed level 8
7th Flare 122nd year of Ascendancy at 15:14 see stats
Log
Bill the Stone Troll is no longer dominated.
Ionandr uses Infusion: Movement.
Ionandr is moving freely.
You feel your rampage slowing down. (-1 duration)
Ionandr is moving at extreme speed!
Ionandr uses Dominate.
Bill the Stone Troll shrugs off the effect 'Dominated'!
Ionandr slows down.
You feel your rampage slowing down. (-1 duration)
Ionandr hits Bill the Stone Troll for 96 physical, 7 light (104 total damage).
Ionandr uses Slash.
Bill the Stone Troll is being stalked by Ionandr!
You feel your rampage slowing down. (-1 duration)
You fight through the pain! (+14 hate)
Bill the Stone Troll hits Ionandr for 83 physical, 7 blight (91 total damage).
Ionandr hits Bill the Stone Troll for 116 physical, 7 light, 3 healing, 22 acid (146 total damage) [3 healing].
Ionandr has shrugged off 15 damage and is ready for more.
Ionandr uses Infusion: Regeneration.
Ionandr starts regenerating health quickly.
Your hatred grows even as your life fades! (+21 hate)
Ionandr hits Bill the Stone Troll for 3 healing, 22 acid (22 total damage) [3 healing].
Bill the Stone Troll hits Ionandr for 98 physical, 7 blight (106 total damage).
Ionandr is no longer rampaging.
Ionandr uses Nature's Touch.
Bill the Stone Troll uses Knockback.
Your hatred grows even as your life fades! (+48 hate)
Saving game...