Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 16 / 57% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 5 on the 77th Pyre 122nd year of Ascendancy at 12:08 0 / 7Killed by Adamina the shadow claw at level 10 on the 6th Mirth 122nd year of Ascendancy at 17:16 Killed by Kyless at level 10 on the 7th Mirth 122nd year of Ascendancy at 19:49 Killed by Kyless at level 10 on the 7th Mirth 122nd year of Ascendancy at 20:31 Killed by Silussra the assassin at level 13 on the 1st Dusk 122nd year of Ascendancy at 15:53 Killed by spectral rat at level 14 on the 3rd Dusk 122nd year of Ascendancy at 20:50 Killed by Vonyen the human at level 16 on the 29th Dusk 122nd year of Ascendancy at 13:17 |
Primary Stats
Strength | 48 (base 43) |
Dexterity | 14 (base 10) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 41 (base 34) |
Cunning | 10 (base 10) |
Resources
Life | -23/426 |
Mana | 0/345 |
Hate | 20/104 |
Healing Factor | 0.90069888879054 |
Regeneration | 0.22517472219763 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -42.383419689119% |
Spell | 0% |
Global | +82.259247616054% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 5 |
See Invisible | 7 |
Offense: Mainhand
Damage | 95 |
Accuracy | 32 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 36.85 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 23.92 (81.030927835052%) |
Defense | 13.4 |
Ranged Defense | 13.4 |
Fatigue | 20 |
Physical Save | 35.675 |
Spell Save | 17.85 |
Mental Save | 24.425 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 15% |
Fear Resistance | 15% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 228 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 46 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Stalk |
detrimental effect | The target is encased in thorny vines, dealing 11 nature damage each turn and reducing its speed by 20%. Thorn Grab |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Movement speed is reduced by 42%. Slow movement |
detrimental effect | Reduces global action speed by 2%. Slow |
detrimental effect | The target is poisoned, taking 12.27 nature damage per turn. Poison |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 2%. Strength and Willpower are increased by 1. Poisons and diseases have a 18% chance of being neutralized each turn. Cursed Form |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Shardskin. * 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
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 |
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. | 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 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. * You've found the needed green worm. | active |
Equipment
On feet | pair of rough leather boots 'Salyrin' (0 def, 1 armour) pair of rough leather boots 'Salyrin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Critical mult.: +5.00% Maximum encumbrance: +20 Physical save: +7 Psi when hit: +0.08 Maximum hate: +4.00 Mindpower: +6 A pair of boots made of leather. |
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 hit (Melee): 13 fire Changes resistances: +6% fire Mental save: +5 Light radius: +2 See stealth: +5 See invisible: +7 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 | stabilizing linen wizard hat of corrosion (+15%) (1 def, 0 armour) stabilizing linen wizard hat of corrosion (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Changes resistances: +15% acid Changes damage: +10% acid Physical save: +6 A pointy cloth hat, very wizardly... |
Tool | Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 Rings can have magical properties. |
On fingers | marksman's steel ring of darkness (+22%) marksman's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +22% darkness Changes damage: +11% darkness 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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | flaming steel greatsword of massacre (35.5-56.8 power, 2 apr) flaming steel greatsword of massacre (35.5-56.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +10 fire Massive two-handed swords. |
On hands | steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Physical power: +5 Armour: +1 Changes stats: +2 Str Physical save: +6 Mental save: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | dwarven-steel plate armour 'Koryyandil' (5 def, 11 armour) dwarven-steel plate armour 'Koryyandil' (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +2 Dex Changes resistances: +2% physical Only die when reaching: -20.00 life Maximum life: +25.00 A suit of armour made of metal plates. |
Cloak | enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stabilizing copper amulet of strength (+2) stabilizing copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
Inventory
blazebringer's stralite dagger of crippling (27.5-35.75 power, 9 apr) blazebringer's stralite dagger of crippling (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +5% fire Global speed: +1% Sharp, short and deadly. |
restful rough leather gloves of dexterity (+2) (0 def, 1 armour) restful rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Erelusazilakath the Glowmaster (16/16, 26.5-37.1 power, 7 apr) Erelusazilakath the Glowmaster (16/16, 26.5-37.1 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 26.5 - 37.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 On weapon hit: * 20 arcane resource burn * Slows global speed by 20% Damage (Ranged): +4 light Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
quiver of yew arrows 'Emelarenne' (16/16, 30.5-42.7 power, 10 apr) quiver of yew arrows 'Emelarenne' (16/16, 30.5-42.7 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * Slows global speed by 40% * 10% chance to create an air burst Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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. |
iron torque of mindblast 'Xeronne' [power 89] (6 cooldown) iron torque of mindblast 'Xeronne' [power 89] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Con / +2 Mag It can be used to fire a blast of psionic energies in a beam (dam 44-89), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Forestbane [power 1] (10 cooldown) Forestbane [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% mind It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
Achievements
By Gattsu the Cornac Cursed level 16
10th Dusk 122nd year of Ascendancy at 09:04 see stats
By Gattsu the Cornac Cursed level 10
6th Mirth 122nd year of Ascendancy at 10:44 see stats
By Gattsu the Cornac Cursed level 14
3rd Dusk 122nd year of Ascendancy at 20:44 see stats
By Gattsu the Cornac Cursed level 14
4th Dusk 122nd year of Ascendancy at 01:41 see stats
By Gattsu the Cornac Cursed level 13
1st Dusk 122nd year of Ascendancy at 15:53 see stats
Log
Vonyen the human hits Gattsu for (6 absorbed), 0 lightning, (1 absorbed), 0 mind, (2 absorbed), 0 darkness (0 total damage).
Gattsu hits Vonyen the human for 64 physical, 10 fire (74 total damage).
Shaleiel the shalore uses Kneecapper.
Gattsu is pinned to the ground.
Shaleiel the shalore's Kneecapper hits Gattsu for (50 absorbed), 0 physical, (19 absorbed), 0 physical, (4 absorbed), 0 cold (0 total damage).
Thorn Grab from Vonyen the human hits Gattsu for (9 absorbed), 0 nature (0 total damage).
Vonyen the human slows down.
Shaleiel the shalore uses Swift Shot.
Gattsu is poisoned!
Shaleiel the shalore's Swift Shot hits Gattsu for (30 absorbed), 0 physical, (19 absorbed), 0 physical, (4 absorbed), 0 cold (0 total damage).
Shaleiel the shalore shoots!
You are unable to move!
You are unable to move!
Shaleiel the shalore's Shoot hits Gattsu for (28 absorbed), 0 physical, (19 absorbed), 0 physical, (4 absorbed), 0 cold (0 total damage).
Talent Vitality is ready to use.
Gattsu is no longer pinned.
Vonyen the human is weakened by the gloom.
Thorn Grab from Vonyen the human hits Gattsu for (9 absorbed), 0 nature (0 total damage).
Poison from Shaleiel the shalore hits Gattsu for (9 absorbed), 0 nature (0 total damage).
Shaleiel the shalore uses Mana Clash.
Shaleiel the shalore hits Gattsu for 0 arcane damage.
The shield around Gattsu crumbles.
Thorn Grab from Vonyen the human hits Gattsu for (9 absorbed), 0 nature (0 total damage).
Poison from Shaleiel the shalore hits Gattsu for (9 absorbed), 0 nature (0 total damage).
Shaleiel the shalore shoots!
Your hatred grows even as your life fades! (+4 hate)
Shaleiel the shalore's Shoot hits Gattsu for 28 physical, 19 physical, 4 cold (52 total damage).
Saving game...