








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Better Item Description 1.7.4This 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 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 8 / 21% |
Size | medium |
Lifes / Deaths | Killed by The Shade at level 8 on the 2nd Mirth 122nd year of Ascendancy at 17:28 / 1 |
Primary Stats
Strength | 16 (base 16) |
Dexterity | 16 (base 16) |
Constitution | 17 (base 17) |
Magic | 10 (base 10) |
Willpower | 18 (base 20) |
Cunning | 14 (base 14) |
Resources
Life | -21/241 |
Hate | 92/100 |
Healing Factor | 1.0589755996183 |
Regeneration | 1.1119243795993 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 24 |
Accuracy | 24 |
Crit Chance | 2% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 6 |
Accuracy | 24 |
Crit Chance | 5% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +6% |
Lightning | +7% |
Defense: Base
Armour (hardiness) | 10.335093952971 (47.857809501309%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 14 |
Physical Save | 11 |
Spell Save | 9 |
Mental Save | 11 |
Defense: Resistances
Physical | + 1%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 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 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 | ![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold Apr +3 Melee Ret 2 temporal ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +2% Resists +1% physical Silence- +22% Confus- +21% Stun/Frz- +21% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.80 Heal.mod +11% Curse of Misfortune A belt that goes around your waist. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
On hands | ![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Shrouds Sharp, short and deadly. |
In main hand | ![]() 3.0 T1 mace 1H weapon [Ego++] Nature/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit.r2 +9 lightning +7 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +20% Res.pen +7% lightning +6% cold Curse of Madness Blunt and deadly. |
Light source | ![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 152 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% mind ----- def ----- Resists +9% fire ---------- misc See.Invis +3 Curse of Nightmares Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire Curse of Madness Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Curse of Shrouds Sharp, short and deadly. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Corpses One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% Curse of Nightmares One-handed war axes. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +6% fire +6% blight +3% cold +15% nature +7% all ---------- misc Infravis +1 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% 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. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 Melee+ +10 physical On Crit.r2 +4 light On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 41% While equipped: Stats +2 Wil ----- def ----- Armour +2 Fatigue +8% Resists +6% nature +11% physical Shield.near.proj +25 Proj.slow +11% ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Bronn hits Iceblock for 4 physical, 2 physical (5 total damage).
Melee retaliation hits Iceblock for 2 temporal, 2 temporal (3 total damage).
Bronn is less thorny now.
Melee retaliation hits Iceblock for 2 temporal damage.
The Shade hits Bronn for (3 to ice), 4 physical (4 total damage).
Bronn hits Iceblock for 19 physical, 6 physical (24 total damage).
Melee retaliation hits Iceblock for 2 temporal, 2 temporal (3 total damage).
The Shade's is no longer weakened.
Melee retaliation hits Iceblock for 2 temporal damage.
The Shade hits Bronn for (3 to ice), 5 physical (5 total damage).
Bronn hits Iceblock for 21 physical, 6 physical (26 total damage).
Melee retaliation hits Iceblock for 2 temporal, 2 temporal (3 total damage).
Bronn's is no longer weakened.
The Shade casts Manathrust.
The Shade hits Bronn for (25 to ice), 38 arcane (38 total damage).
Bronn hits Iceblock for 29 physical, 8 physical, 15 lightning (50 total damage).
Melee retaliation hits Iceblock for 2 temporal, 2 temporal (4 total damage).
The Shade misses Bronn.
Bronn hits Iceblock for 22 physical, 7 physical (29 total damage).
Melee retaliation hits Iceblock for 2 temporal, 2 temporal (4 total damage).
Bronn is free from the ice.
The Shade is lost in despair!
Talent Infusion: Regeneration is ready to use.
The Shade activates his dark staff!
The Shade hits Bronn for 86 physical damage.
Bronn the level 8 cornac cursed was shattered to death by The Shade and left to rot on level 3 of Ruins of Kor'Pul.