










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 14 / 73% |
| Size | big |
| Lifes / Deaths | Killed by sick giant venus flytrap at level 14 on the 44th Dusk 122nd year of Ascendancy at 11:50 / 1 |
Primary Stats
| Strength | 60 (base 40) |
| Dexterity | 21 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 32 (base 31) |
| Cunning | 18 (base 10) |
Resources
| Life | -4/424 |
| Hate | 62/100 |
| Healing Factor | 0.73262086220662 |
| Regeneration | 1.3553485950822 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +94.339622641509% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 42 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +7% |
| Mind | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 36.623073231957 (93.924050632911%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 7 |
| Physical Save | 26 |
| Spell Save | 16 |
| Mental Save | 17 |
Defense: Resistances
| Nature | + 60%( 72%) |
| Darkness | + 28%( 72%) |
| Light | + 25%( 72%) |
| Cold | + 56%( 72%) |
| Blight | + 43%( 72%) |
| Mind | + 23%( 72%) |
| Fire | + 28%( 72%) |
| All | + 23%( 72%) |
Defense: Immunities
| Stun Resistance | 59% |
| Confusion Resistance | 28% |
| Fear Resistance | 37% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 426 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 396% 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 Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +10% off-hand weapon damage Power 2+: -2 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 | Reduces global action speed by 6%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target has appeared out of nowhere! It's defense is boosted by 14. Blindside Bonus |
| beneficial effect | Stalking Ivytha the gloomy white wolf. Bonus level 1: +10 attack, +11% melee damage, +0.50 hate/turn prey was hit. Stalking 175/327 +1 |
| detrimental effect | I Hate Living is writhing in agony, suffering from 2 to 10 damage over 5 turns. Agony |
| detrimental effect | The target is poisoned, taking 40.69 nature damage per turn. Deadly Poison |
| detrimental effect | Huge cut that bleeds, doing 2.16 physical damage per turn. Bleeding |
| detrimental effect | The target's has a cursed wound, reducing healing by 40%. Cursed Wound |
| detrimental effect | The target is poisoned, taking 1.67 nature damage per turn. Poison |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (8). Armor Corroded |
| beneficial effect | The target ignores pain, reducing all damage taken by 23%. Pain Suppression |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Nimbussmash the pair of iron boots (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% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Str Changes resistances: +6% cold / +6% fire Infravision radius: +3 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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 | hardened leather cap 'Cyruremima' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -17% Changes stats: +11 Str / +7 Dex / +4 Con Light radius: +2 A cap made of leather. |
| On hands | Nightobeisance the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +3% light / +6% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lightningpain the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 lightning Changes stats: +2 Cun / +1 Str Changes resistances: +6% blight Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
| On fingers | copper ring 'Kheloregar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes resistances penetration: +5% mind Changes damage: +11% nature / +12% mind Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
| Around neck | protective copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Changes stats: +2 Mag Changes resistances cap: +2% all Physical save: +7 (+4 eff.) Amulets can have magical properties. |
| In main hand | dwarven-steel longsword 'Gloomslicer' (Madness) (123% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armour by 30% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 darkness Changes resistances: +6% nature Changes resistances penetration: +7% acid / +5% darkness Life regen: +0.80 Curse of Madness Sharp, long, and deadly. |
| 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 off hand | steel dagger 'Nyrand' (Madness) (104% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +6 light Burst (radius 1) on hit: +4 fire Damage against: +8% Undead When wielded/worn: Changes resistances: +6% mind Grants telepathy: Humanoid/Orc Heals friendly targets nearby when you use a nature summon: +20 Curse of Madness Sharp, short and deadly. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel plate armour of cold resistance (4 def, 16 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +17% cold A suit of armour made of metal plates. |
Inventory
River's Fury (Misfortune) (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+8 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Misfortune It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.45 cold damage and 4.45 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
AlilagasInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +7 Str / +1 Dex / +2 Mag / +1 Cun Physical save: +7 (+4 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
4 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. |
75 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% 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. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 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. |
Sunwither [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% fire Grants telepathy: Dragon Humanoid/Orc It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 stamina. 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
8 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. |
8 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By I Hate Living the Ogre Cursed level 7
16th Dusk 122nd year of Ascendancy at 10:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By I Hate Living the Ogre Cursed level 10
26th Dusk 122nd year of Ascendancy at 07:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By I Hate Living the Ogre Cursed level 7
21st Dusk 122nd year of Ascendancy at 18:20 see stats
Log
I Hate Living receives 11 healing from Unnatural Body.
Deadly Poison from Lisykira the deformed wolf hits I Hate Living for 9 nature damage.
Bleeding from Lisykira the deformed wolf hits I Hate Living for 1 physical damage.
Agony from Ce'Niwen the gloomy giant white mouse hits I Hate Living for 1 mind damage.
Lisykira the deformed wolf rushes out!
I Hate Living's armor corrodes!
Lisykira the deformed wolf hits I Hate Living for 12 physical, 0 arcane, 1 physical (14 total damage).
I Hate Living hits Lisykira the deformed wolf for 4 darkness, 12 lightning, 4 darkness, 12 lightning (31 total damage).
Deformed fox overcomes the gloom
Ivytha the gloomy white wolf is fully armored again.
Ivytha the gloomy white wolf speeds up.
Ivytha the gloomy white wolf receives 18 healing.
I Hate Living resists the mind attack!
Talent Frenzy is ready to use.
Talent Slash is ready to use.
I Hate Living receives 6 healing from Unnatural Body.
Deadly Poison from Lisykira the deformed wolf hits I Hate Living for 13 nature damage.
Bleeding from Lisykira the deformed wolf hits I Hate Living for 1 physical damage.
Agony from Ce'Niwen the gloomy giant white mouse hits I Hate Living for 2 mind damage.
I Hate Living uses Blindside.
Sick poison ivy slows down.
I Hate Living shrugs off the effect 'Poison'!
I Hate Living is poisoned!
I Hate Living hits Sick poison ivy for 72 nature, 7 acid, 19 physical (98 total damage).
Sick poison ivy hits I Hate Living for 0 nature, 0 nature (1 total damage).
I Hate Living killed Sick poison ivy!
Deformed wolf misses I Hate Living.
Sick giant venus flytrap uses Spit Poison.
Saving game...
































































