Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Stone Wardens DLC Class 1.0.3 Adjustable Talent/Stat/Generic Point Multiplier 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Cursed |
| Level / Exp | 6 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Aroraldatta the shadow claw at level 6 on the 10th Mirth 122nd year of Ascendancy at 09:15 / 1 |
Primary Stats
| Strength | 45 (base 29) |
| Dexterity | 32 (base 29) |
| Constitution | 44 (base 29) |
| Magic | 32 (base 29) |
| Willpower | 25 (base 29) |
| Cunning | 34 (base 29) |
Resources
| Life | -76/334 |
| Hate | 96/100 |
| Healing Factor | 0.80481123225533 |
| Regeneration | 0.20120280806383 |
Speed
| Mental | +54.868570238343% |
| Attack | 0% |
| Movement | +342.92856398964% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 10 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 37 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 14.25 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.05 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| All | -15% |
Defense: Base
| Armour (hardiness) | 42 (100%) |
| Defense | 16.7 |
| Ranged Defense | 20.35 |
| Fatigue | 28 |
| Physical Save | 32.491658830557 |
| Spell Save | 19.075 |
| Mental Save | 27.241658830557 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| All | -11%( 70%) |
| Blight | -4%( 70%) |
| Physical | -9%( 72%) |
| Mind | -14%( 70%) |
| Nature | -4%( 70%) |
Defense: Immunities
| Stun Resistance | 95% |
| Bleed Resistance | 100% |
| Confusion Resistance | 41% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Knockback Resistance | 45% |
Inscriptions (3/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: undead / shadow with 19% effectiveness. Kills: 0 / 3 kills, Damage: +3% / +7%, Attack: +1 / +2, Stun: -- / 1.1%, Outmaneuver: 0.0% / 0.0% Predator |
| detrimental effect | The target is cursed, reducing all damage done by 15%. Curse of Impotence |
| detrimental effect | The target is hexed, granting it 34% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 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 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is rampaging! (+343% movement speed, +55% attack speed, +29% physical damage, +15 physical save, +15 mental save) Rampaging |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | An aura of death surrounds you. Level 3 Curse of Corpses 3Penalty: Fear of Death: -6% resistance against damage from the undead. Level 1: Power over Death: +8% damage against the undead. Level 2: -2 Luck, +3 Strength, +3 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Level 4, Cursed Aura Curse of Misfortune 4Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +8 Defense, +4 Ranged Defense Level 2: -3 Luck, +7 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
Quests
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 have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | miner's pair of dwarven-steel boots (0 def, 10 armour) (Nightmares) miner's pair of dwarven-steel boots (0 def, 10 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | iron gauntlets (0 def, 1 armour) (Corpses) iron gauntlets (0 def, 1 armour) (Corpses)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | cleansing iron helm of dexterity (+2) (0 def, 3 armour) (Corpses) cleansing iron helm of dexterity (+2) (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% nature / +6% blight Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On fingers | steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
| Around waist | rough leather belt (Madness) rough leather belt (Madness)1.00 Encumbrance. Type: armor / belt ; tier 1 Curse of Madness A belt that goes around your waist. |
| Main armor | spiked iron plate armour of lightning resistance (3 def, 7 armour) (Misfortune) spiked iron plate armour of lightning resistance (3 def, 7 armour) (Misfortune)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when the wearer is hit: 11 physical Changes resistances: +15% lightning Curse of Misfortune A suit of armour made of metal plates. |
| In main hand | dwarven-steel waraxe (20.5-28.7 power, 4 apr) (Misfortune) dwarven-steel waraxe (20.5-28.7 power, 4 apr) (Misfortune)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Curse of Misfortune One-handed war axes. |
| Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 Curse of Corpses A black cloak, with subtle illusion enchantments woven in its very fabric. |
| Light source | brass lantern 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. |
Inventory
This item will automatically be transmogrified when you leave the level. warbringer's steel battleaxe (19-28.5 power, 2 apr) (Corpses)warbringer's steel battleaxe (19-28.5 power, 2 apr) (Corpses) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +9 Changes stats: +3 Con Changes resistances penetration: +8% physical Disarm immunity: +14% Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Flashsmash (Corpses)Flashsmash (Corpses) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 Burst (radius 1) on hit: +2 fire Burst (radius 2) on crit: +4 fire Damage conversion: 30% fire When wielded/worn: Damage when the wearer is hit: 4 temporal Changes damage: +3% temporal Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's yew longbow of acid (Shrouds)ranger's yew longbow of acid (Shrouds) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +9 Damage when this weapon hits(ranged): +7 acid When wielded/worn: Changes stats: +3 Dex Changes damage: +10% acid Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. icy steel longsword of daylight (12.5-17.5 power, 3 apr) (Misfortune)icy steel longsword of daylight (12.5-17.5 power, 3 apr) (Misfortune) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 ice / +7 light Damage against: +7% Undead Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. fungal hardened leather sling of cold (Madness)fungal hardened leather sling of cold (Madness) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +10 cold When wielded/worn: Changes damage: +10% cold Talent mastery: +0.10 Wild-gift / Fungus Curse of Madness It can be used to regenerate 104 life over 5 turns, placing all other charms into a 20 cooldown. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. greater ash magestaff (15-18 power, 3 apr, fire damage) (Misfortune)greater ash magestaff (15-18 power, 3 apr, fire damage) (Misfortune) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane / +15% fire / +15% cold / +15% lightning Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Eden's Guile (2 def, 1 armour) (Corpses) Eden's Guile (2 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour (2 def, 4 armour) (Corpses)spiked cured leather armour (2 def, 4 armour) (Corpses) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 10 physical Curse of Corpses A suit of armour made of leather. |
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 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, 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 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
This item will automatically be transmogrified when you leave the level. yew totem of cure illness [power 2] (20 cooldown)yew totem of cure illness [power 2] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
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 Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: trap).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Mortis picks up (m.): yew totem of cure illness [power 2] (20 cooldown).
Mortis picks up (h.): spiked cured leather armour (2 def, 4 armour) (Corpses).
Ran for 2 turns (stop reason: hostile spotted to the east (shadow claw)).
Mortis uses Ghoulish Leap.
Aroraldatta the shadow claw casts Bone Grab.
You fight through the pain! (+7 hate)
Mortis is pinned to the ground.
Aroraldatta the shadow claw hits Mortis for 83 physical damage.
Mortis uses Frenzy.
Aroraldatta the shadow claw has been overwhelmed.
Mortis hits Aroraldatta the shadow claw for 26 physical, 30 physical, 30 physical, 32 physical damage (total 116.64).
Aroraldatta the shadow claw uses Mind Sear.
You fight through the pain! (+7 hate)
Aroraldatta the shadow claw hits Mortis for 84 mind damage.
Aroraldatta the shadow claw casts Drain.
Aroraldatta the shadow claw's spell attains critical power!
Your hatred grows even as your life fades! (+35 hate)
Mortis begins rampaging!
Saving done.
Saving done.
Saving game...
