












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Better Item Description 1.6.6This 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 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 16 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by slimy crawler at level 6 on the 19th Voratun 122nd year of Ascendancy at 14:19 0 / 6Killed by elven blood mage at level 11 on the 14th Profit 122nd year of Ascendancy at 06:24 Killed by bandit at level 15 on the 10th Loss 122nd year of Ascendancy at 00:42 Killed by Jorreli the halfling at level 15 on the 24th Loss 122nd year of Ascendancy at 10:48 Killed by Allhurera the human at level 15 on the 4th Shortage 122nd year of Ascendancy at 12:07 Killed by multi-hued crystal at level 16 on the 15th Shortage 122nd year of Ascendancy at 08:06 |
Primary Stats
| Strength | 48 (base 34) |
| Dexterity | 14 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 11 (base 10) |
| Willpower | 65 (base 41) |
| Cunning | 12 (base 10) |
Resources
| Life | -37/535 |
| Hate | 100/100 |
| Healing Factor | 1.36025 |
| Regeneration | 28.9053125 |
Speed
| Mental | +58.563068433501% |
| Attack | +58.563068433501% |
| Movement | +391.67430576071% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 23 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 0.63 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 5% |
| Speed | 0.63066388023349 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +14% |
| Nature | +21% |
| Physical | +42% |
| Fire | +9% |
| All | +4% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 32.522593642275 (63.098591549296%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 23 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 6%( 70%) |
| Cold | + 14%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 38% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 34 mind and 34 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 49 Mind damage, and deal 49 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | The target is rampaging! (+367% movement speed, +59% attack speed, +59% mind speed, +38% physical damage, +19 physical save, +19 mental save) Rampaging |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 4%. Strength and Willpower are increased by 1. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
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. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Escort the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest) | active |
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 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 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 |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
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 | Floeguile (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% ----- def ----- Armour +5 Fatigue +2% Resists +3% cold ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(122 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Velubeth (15 def, 9 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +9 Defense +15 (+8 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of mindblast [power 100] (12/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 104 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Weeporder0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +17% nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +43% nature ---------- misc Infravis +3 Rings can have magical properties. |
| On fingers | Urigas0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Dmg.mod +11% acid ----- def ----- Resists +22% acid +9% darkness Heal.mod +5% Disease- +20% Stun/Frz- +10% Rings can have magical properties. |
| Around waist | grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal A belt that goes around your waist. |
| In main hand | Rootblow the dwarven-steel greatsword (Nightmares) (34.5-55.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Disrupt Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +13% Unnatural On Hit.r1 +4 nature While equipped: Stats +1 Str +6 Wil dps ---------- Res.pen +10% nature ----- def ----- Resists +6% blight +9% temporal +6% nature Curse of Nightmares Massive two-handed swords. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 50.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | fortifying steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +59.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of mail. |
| Cloak | linen cloak 'Smoldermaster' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 mind 2 fire ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +3% acid +9% fire +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Misfortune Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Emoldawe the Oozesin (0 def, 13 armour)17.0 T4 massive armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% lightning +6% nature Res.pen +20% nature Melee Ret 2 nature ----- def ----- Armour +13 Fatigue +22% Resists +12% blight +17% nature +6% darkness A suit of armour made of metal plates. |
Giwen the steel plate armour (0 def, 14 armour)17.0 T2 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Melee Ret 2 mind ----- def ----- Armour +14 Fatigue +17% Resists +15% lightning +9% nature Phys.save +6 (+3 eff.) Max.HP +24.00 ---------- misc Max.psi +20.00 A suit of armour made of metal plates. |
45 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Lightningwalker the elm totem of healing [power 122] (12/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +15% lightning +5% arcane ---------- misc Psi/ret +0.04 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Osiris the Dwarf Cursed level 14
40th Profit 122nd year of Ascendancy at 08:38 see stats
Level 10
Got a character to level 10.By Osiris the Dwarf Cursed level 10
31st Voratun 122nd year of Ascendancy at 23:04 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Osiris the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 03:25 see stats
The secret city
Discovered the truth about mages.By Osiris the Dwarf Cursed level 12
23rd Profit 122nd year of Ascendancy at 03:12 see stats
Log
Osiris uses Infusion: Healing.
Osiris receives 68 healing from Infusion: Healing.
Cyrithra, the worried loremaster uses Mind Sear.
Multi-hued crystal casts Elemental Bolt!
Osiris activates his iron torque of mindblast!
Multi-hued crystal is silenced!
Osiris hits Multi-hued crystal for 100 mind damage.
Multi-hued crystal's Elemental Bolt hits Cyrithra, the worried loremaster for 173 nature damage.
You fight through the pain! (+13 hate)
Multi-hued crystal's Elemental Bolt hits Osiris for 193 lightning damage.
Cyrithra, the worried loremaster says: 'I'm feeling a little better.'
Cyrithra, the worried loremaster uses Mind Sear.
Cyrithra, the worried loremaster hits Multi-hued crystal for 31 mind damage.
Cyrithra, the worried loremaster says: 'Help! Multi-hued crystal to the south!'
Osiris uses Infusion: Regeneration.
Osiris starts regenerating health quickly.
Your hatred grows even as your life fades! (+17 hate)
Osiris begins rampaging!
Multi-hued crystal's Elemental Bolt hits Osiris for 193 blight damage.
Osiris the level 16 dwarf cursed was poxed to death by a multi-hued crystal on level 2 of Old Forest.
Osiris deactivates Stalk.
Osiris deactivates Gloom.
Osiris stops regenerating health quickly.
Osiris is no longer rampaging.


































































