Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 9 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 9 on the 3rd Mirth 122nd year of Ascendancy at 00:07 / 1 |
Primary Stats
| Strength | 28 (base 26) |
| Dexterity | 10 (base 10) |
| Constitution | 18 (base 18) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 22) |
| Cunning | 10 (base 10) |
Resources
| Life | -8/261 |
| Hate | 58/100 |
| Healing Factor | 0.87376860618236 |
| Regeneration | 0.21844215154559 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +313% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 19 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 19 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 11.73 (48.103448275862%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 14 |
| Physical Save | 29 |
| Spell Save | 11 |
| Mental Save | 23 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 14 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 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 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | Stalking The Possessed. Bonus level 2: +5 attack, +11% melee damage, +1.00 hate/turn prey was hit. Stalking 360/683 +2 |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Huge cut that bleeds, doing 5.53 physical damage per turn. Bleeding |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +32% physical damage, +16 physical save, +16 mental save, 16/16 damage shrugged off this turn) Rampaging |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 |
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
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 feet | traveler's pair of rough leather boots of tirelessness (Corpses) (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 Curse of Corpses A pair of boots made of leather. |
| On hands | Mirelace (Corpses) (0 def, 1 armour) Mirelace (Corpses) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +6% fire / +3% temporal Changes damage: +4% fire Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | spiked iron mail armour (Nightmares) (2 def, 4 armour) spiked iron mail armour (Nightmares) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Curse of Nightmares A suit of armour made of mail. |
| In main hand | elemental iron longsword (Nightmares) (11-15.4 power, 2 apr) elemental iron longsword (Nightmares) (11-15.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 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% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +7% acid / +8% fire / +7% cold / +8% lightning Curse of Nightmares Sharp, long, and deadly. |
| In off hand | manaburning iron dagger of erosion (Nightmares) (10.5-13.65 power, 5 apr) manaburning iron dagger of erosion (Nightmares) (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 8 arcane resource burn Damage (Melee): +5 temporal / +4 nature Curse of Nightmares Sharp, short and deadly. |
| On head | insulating iron helm of the depths (Nightmares) (0 def, 3 armour) insulating iron helm of the depths (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold / +6% fire Allows you to breathe in: water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| 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 (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
quick iron dagger of the leech (Corpses) (9-11.7 power, 5 apr) quick iron dagger of the leech (Corpses) (9-11.7 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 111% On weapon hit: * Slows global speed by 5% * leeches stamina from the target When wielded/worn: Accuracy: +4 (+2 eff.) Damage when hit (Melee): 5 nature slow Changes stats: +2 Dex Curse of Corpses Sharp, short and deadly. |
iron greatsword 'Urthedrafast' (Corpses) (15-24 power, 1 apr) iron greatsword 'Urthedrafast' (Corpses) (15-24 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 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% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +2.0% Defense: +7 (+7 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Str Disarm immunity: +31% Curse of Corpses Massive two-handed swords. |
slime-covered iron greatsword of massacre (Madness) (23-36.8 power, 1 apr) slime-covered iron greatsword of massacre (Madness) (23-36.8 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.0 - 36.8 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% On weapon hit: * Slows global speed by 9% Curse of Madness Massive two-handed swords. |
iron longsword of erosion (Shrouds) (11-15.4 power, 2 apr) iron longsword of erosion (Shrouds) (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 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% Damage (Melee): +6 nature / +7 temporal Curse of Shrouds Sharp, long, and deadly. |
hateful iron mace of phasing (Nightmares) (12-16.8 power, 8 apr) hateful iron mace of phasing (Nightmares) (12-16.8 power, 8 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Damage (Melee): +6 darkness Damage against: +5% Living Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. mossy mindstar of the jelly (Corpses) (2.5-2.75 power, 12 apr, mind damage)mossy mindstar of the jelly (Corpses) (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +3% acid Equilibrium when hit: +0.70 Mindpower: +2 (+2 eff.) Mental crit. chance: +1% Curse of Corpses 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. |
This item will automatically be transmogrified when you leave the level. elm magestaff (Madness) (10-12 power, 2 apr, lightning element)elm magestaff (Madness) (10-12 power, 2 apr, lightning element) 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
pair of rough leather boots 'Stormstreak' (Madness) (0 def, 1 armour) pair of rough leather boots 'Stormstreak' (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze Changes resistances: +6% cold / +6% fire Changes damage: +3% nature Curse of Madness A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 Curse of Misfortune A pair of boots made of leather. |
blighted rough leather gloves of dexterity (+2) (Misfortune) (0 def, 1 armour) blighted rough leather gloves of dexterity (+2) (Misfortune) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Dex Changes resistances: +6% blight Changes damage: +4% blight Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of strength (+3) (Shrouds) (0 def, 1 armour) restful rough leather gloves of strength (+3) (Shrouds) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +3 Str Life regen: +1.20 Stamina each turn: +0.50 Maximum stamina: +12.00 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
fortifying iron mail armour (Corpses) (2 def, 4 armour) fortifying iron mail armour (Corpses) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +3 Con Maximum life: +33.00 Curse of Corpses A suit of armour made of mail. |
agate 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. |
This item will automatically be transmogrified when you leave the level. Lavaspawner the brass lanternLavaspawner the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +10% fire Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +11% 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 (0/1) Rod of Recall (0/1)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 199/400. 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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Nare hits The Possessed for 38 physical, 5 fire, 9 lightning, 11 physical, 5 temporal, 7 arcane, 4 nature, 5 fire (83 total damage).
The Possessed hits Nare for 10 physical, 10 physical (21 total damage).
The Possessed performs a melee critical strike against Nare!
Nare hits The Possessed for 10 physical, 10 physical (21 total damage).
The Possessed hits Nare for 15 physical, 5 physical, 4 fire (25 total damage).
Talent Rampage is ready to use.
Nare uses Rampage.
Nare begins rampaging!
Nare hits The Possessed for 34 physical, 5 fire, 13 cold, 9 physical, 5 temporal, 7 arcane, 4 nature, 5 fire (82 total damage).
The Possessed hits Nare for 0 physical, 5 physical (5 total damage).
The Possessed casts Earthen Missiles.
The Possessed performs a melee critical strike against Nare!
Nare hits The Possessed for 14 physical, 14 physical (28 total damage).
The Possessed hits Nare for 17 physical, 7 physical, 4 fire (28 total damage).
Your hatred grows even as your life fades! (+4 hate)
Nare starts to bleed.
Your hatred grows even as your life fades! (+4 hate)
The Possessed's Earthen Missiles hits Nare for 18 physical, 3 physical (21 total damage).
The Possessed's Earthen Missiles hits Nare for 16 physical, 3 physical (19 total damage).
Space around you starts to dissolve...
Nare has shrugged off 16 damage and is ready for more.
Bleeding from The Possessed hits Nare for 6 physical damage.
The Possessed casts Earthen Missiles.
The Possessed performs a melee critical strike against Nare!
Nare hits The Possessed for 14 physical, 14 physical (28 total damage).
The Possessed hits Nare for 3 physical, 8 physical, 4 fire (15 total damage).
Your hatred grows even as your life fades! (+4 hate)
Saving game...
