








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 9 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 08:04 0 / 5Killed by The Possessed at level 8 on the 9th Mirth 122nd year of Ascendancy at 12:27 Killed by Kavas the shalore at level 9 on the 5th Flare 122nd year of Ascendancy at 01:05 Killed by Kavas the shalore at level 9 on the 5th Flare 122nd year of Ascendancy at 03:49 Killed by shadow at level 9 on the 9th Flare 122nd year of Ascendancy at 11:06 |
Primary Stats
| Strength | 26 (base 26) |
| Dexterity | 18 (base 14) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 35 (base 24) |
| Cunning | 16 (base 12) |
Resources
| Life | 0/127 |
| Psi | 19/172 |
| Healing Factor | 1.3164835164835 |
| Regeneration | 0.32912087912088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +93.851372710069% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 42 |
| Crit Chance | 7% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Light | +4% |
| Temporal | +3% |
| Physical | +4% |
| Nature | +7% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 17.551211628464 (74.117647058824%) |
| Defense | 8 |
| Ranged Defense | 10 |
| Fatigue | 21 |
| Physical Save | 13 |
| Spell Save | 20 |
| Mental Save | 19 |
Defense: Resistances
| Darkness | + 12%( 70%) |
| Light | + 12%( 70%) |
| Blight | + 25%( 70%) |
| Nature | + 32%( 70%) |
| Cold | + 37%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Possession | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Psionic Disruption |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-6% global speed). Solipsism |
| detrimental effect | AGoodPossessorBuild is fed upon by Velilrath the minotaur. Fed Upon |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
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 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| On head | starseer's linen wizard hat of earthrunes (1 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +1 (+1 eff.) Changes stats: +2 Con Changes damage: +4% physical / +3% temporal / +4% light / +4% darkness It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 2 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 31.04 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | quick elm wand of clairvoyance [power 8] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 33 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings can have magical properties. |
| On fingers | marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Rings can have magical properties. |
| Around waist | 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 | steel waraxe 'Shimmerlord' (10.5-14.7 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +15 insidious poison Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% lightning One-handed war axes. |
| In off hand | nature's mossy mindstar of clarity (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Mental save: +2 (+1 eff.) Disease immunity: +11% Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Light source | nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+3 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +5 (+2 eff.) 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. |
| Main armor | prismatic iron plate armour of cold resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Changes resistances: +16% cold / +10% light / +10% darkness A suit of armour made of metal plates. |
Inventory
phase door rune of the sneak (range 6; power 18; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.steady ash longbow of power Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +2.0% Changes resistances penetration: +15% physical Changes damage: +12% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.rough leather sling of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 cold When wielded/worn: Changes damage: +8% cold Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 39.74 physical damage to all targets in line, and inflicting bleeding for another 19.87 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Lightnaught the iron waraxe (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 darkness / +8 light Burst (radius 2) on crit: +4 physical Damage against: +6% Living When wielded/worn: Changes resistances: +3% light Life regen: +0.60 One-handed war axes. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
hardened leather armour of acid resistance (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +16% acid A suit of armour made of leather. |
corrosive steel shield of radiance (6 def, 2 armour, 38.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to blind * 10% chance to corrode armour by 30% Changes stats: +5 Con / +2 Mag Changes resistances: +11% acid / +11% light Talent granted: +2 Block Handheld deflection devices. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 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)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 209/400. 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 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. |
quick elm totem of cure ailments [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Poisonous
Sided with the assassin lord.By AGoodPossessorBuild the Cornac Possessor level 7
3rd Mirth 122nd year of Ascendancy at 20:19 see stats
That was close
Killed your target while having only 1 life left.By AGoodPossessorBuild the Cornac Possessor level 5
78th Pyre 122nd year of Ascendancy at 06:16 see stats
Log
AGoodPossessorBuild converts some damage to Psi!
Velilrath the minotaur hits AGoodPossessorBuild for 11 to psi, 17 mind (29 total damage).
Velilrath the minotaur resists the mind attack!
Velilrath the minotaur resists the mind attack!
Insidious Poison from AGoodPossessorBuild hits Velilrath the minotaur for 0 nature damage.
Psionic Disruption from AGoodPossessorBuild hits Velilrath the minotaur for 3 mind damage.
Possess from AGoodPossessorBuild hits Velilrath the minotaur for 1 mind damage.
AGoodPossessorBuild converts some damage to Psi!
Shadow hits AGoodPossessorBuild for 3 to psi, 6 physical (10 total damage).
Velilrath the minotaur resists the mind attack!
Velilrath the minotaur resists the mind attack!
AGoodPossessorBuild converts some damage to Psi!
Velilrath the minotaur hits AGoodPossessorBuild for 11 to psi, 17 mind (29 total damage).
Insidious Poison from AGoodPossessorBuild hits Velilrath the minotaur for 0 nature damage.
Psionic Disruption from AGoodPossessorBuild hits Velilrath the minotaur for 3 mind damage.
Possess from AGoodPossessorBuild hits Velilrath the minotaur for 2 mind damage.
AGoodPossessorBuild converts some damage to Psi!
Shadow hits AGoodPossessorBuild for 3 to psi, 6 physical (10 total damage).
Velilrath the minotaur resists the mind attack!
Velilrath the minotaur no longer tormented by psionic energies.
Insidious Poison from AGoodPossessorBuild hits Velilrath the minotaur for 0 nature damage.
Possess from AGoodPossessorBuild hits Velilrath the minotaur for 2 mind damage.
AGoodPossessorBuild resists the Gesture of Pain.
AGoodPossessorBuild is not stunned anymore.
Talent Possession Talent 2 is ready to use.
Talent Possession Talent 1 is ready to use.
Talent Destroy Body is ready to use.
Saving game...














































