











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 13 / 14% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 13 on the 36th Profit 122nd year of Ascendancy at 01:55 1 / 4Killed by worm that walks at level 13 on the 36th Profit 122nd year of Ascendancy at 02:07 Killed by worm that walks at level 13 on the 36th Profit 122nd year of Ascendancy at 02:19 Killed by Teo at level 13 on the 36th Profit 122nd year of Ascendancy at 02:24 |
Primary Stats
Strength | 34 (base 27) |
Dexterity | 9 (base 10) |
Constitution | 50 (base 26) |
Magic | 8 (base 10) |
Willpower | 43 (base 25) |
Cunning | 14 (base 10) |
Resources
Life | 569/569 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 1.3917214713365 |
Regeneration | 8.0023984601847 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 41 |
Accuracy | 21 |
Crit Chance | 7% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Acid | +15% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Light | +10% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 5 |
Physical Save | 36 |
Spell Save | 22 |
Mental Save | 20 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 7%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 21%( 70%) |
All | + 4%( 70%) |
Lightning | + 7%( 70%) |
Light | + 7%( 70%) |
Physical | + 5%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 4%( 70%) |
Fire | + 13%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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. | 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue -3% Resists +3% lightning Phys.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Max.enc +20 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +1% physical Disarm- +10% Curse of Misfortune A cap made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +5 Defense +5 (+3 eff.) Phys.save +11 (+5 eff.) Spell.save +6 (+3 eff.) ---------- misc Size +1 Curse of Misfortune A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 battleaxe 2H weapon [Rare] Nature Power 108% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +9 Wil +4 Cun +9 Con ----- def ----- Crit.chn- 15.00% Max.HP +17.00 Curse of Madness Massive two-handed battleaxes. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +4% acid Res.pen +5% blight +10% light Melee Ret 4 light ----- def ----- Armour +2 Resists +12% acid +3% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Resists +16% acid +18% cold +3% light +3% fire Max.HP +35.00 HP.reg +5.50 Heal.mod +12% ---------- misc Equi/ret +0.16 Curse of Shrouds A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +11% mind Confus- +30% Amulets make your neck look great! |
Inventory
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
![]() 3.0 T2 greatsword 2H weapon [Ego] Psionic Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living Curse of Madness Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Curse of Corpses Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Normal] Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Curse of Madness One-handed war axes. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +9% darkness Res.pen +5% lightning ----- def ----- Armour +7 Fatigue +22% Resists +3% light +16% fire Curse of Nightmares A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +16% lightning Curse of Shrouds A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% Curse of Misfortune A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Psionic When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +4 blight On Hit.r1 +12 blight On Hit: * 15% chance to reduce armor by 13% * Deal physical damage equal to your armor (15) While equipped: dps ---------- Melee+ 7 acid Res.pen +10% blight Melee Ret 7 acid 6 blight ----- def ----- Armour +11 Fatigue +8% Resists +11% mind ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Teo the Dwarf Cursed level 10
23rd Profit 122nd year of Ascendancy at 00:23 see stats
By Teo the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 22:48 see stats
By Teo the Dwarf Cursed level 13
36th Profit 122nd year of Ascendancy at 02:24 see stats
Log
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Teo for 4 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 1 healing (0 total damage) [1 healing].
Terrified from Teo hits Worm that walks for 3 mind, 2 darkness (5 total damage).
Teo hits Worm that walks for 19 physical, 0 acid, 19 arcane (38 total damage).
Melee retaliation hits Worm that walks for 4 light, 14 fire, 4 light, 14 fire (35 total damage).
Worm that walks hits Teo for 23 physical, 6 light, 20 blight, 6 fire, 12 physical, 20 blight (86 total damage).
Ruin hits Worm that walks for 5 healing, 5 healing (0 total damage) [10 healing].
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Teo for 4 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 1 healing (0 total damage) [1 healing].
Talent Nature's Touch is ready to use.
Terrified from Teo hits Worm that walks for 3 mind, 2 darkness (5 total damage).
Teo misses Worm that walks.
Worm that walks casts Drain.
Worm that walks hits Teo for 171 blight damage.
Teo the level 13 dwarf cursed was diseased to death by a worm that walks on level 1 of Old Forest.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Worm that walks killed Teo!
Saving game...
Saving done.
Talent Infusion: Regeneration is ready to use.
Talent Frenzy is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed!