Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 10 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by slimy ooze at level 8 on the 13rd Profit 122nd year of Ascendancy at 10:08 0 / 5Killed by venom drake hatchling at level 9 on the 16th Profit 122nd year of Ascendancy at 14:11 Killed by venom drake hatchling at level 9 on the 16th Profit 122nd year of Ascendancy at 15:01 Killed by Fuldar the Invoker at level 10 on the 21st Profit 122nd year of Ascendancy at 14:01 Killed by Fuldar the Invoker at level 10 on the 21st Profit 122nd year of Ascendancy at 14:21 |
Primary Stats
| Strength | 33 (base 29) |
| Dexterity | 14 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 36 (base 27) |
| Cunning | 13 (base 10) |
Resources
| Life | -2/295 |
| Hate | 100/100 |
| Healing Factor | 1.2 |
| Regeneration | 15.9 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 4 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 25 |
| Crit Chance | 1% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.3333333333333 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.7 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Blight | +12% |
| Physical | +6% |
| All | 0% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 20.8 |
| Ranged Defense | 24.8 |
| Fatigue | 5 |
| Physical Save | 27.575 |
| Spell Save | 26.525 |
| Mental Save | 16.8 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Arcane | + 35%( 70%) |
| Darkness | + 17%( 74%) |
| Nature | + 53%( 70%) |
| Physical | + 20%( 72%) |
| Mind | + 8%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Poison Resistance | 11% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 63 life. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | You feel your grip on reality slipping. Level 2 Curse of Madness 2Penalty: Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Level 1: Unleashed: +6% critical damage, +8% 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. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| 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 | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 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. |
| detrimental effect | Huge cut that bleeds, doing 13.30 physical damage per turn. Bleeding |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% 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
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. | 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. | active |
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 have explored the Maze and vanquished the Minotaur. * 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 |
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 |
Equipment
| On feet | traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Madness) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: -4% Maximum encumbrance: +20 Curse of Madness A pair of boots made of leather. |
| Light source | Thunderwreck ThunderwreckPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +30% lightning / +12% blight 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. |
| On head | iron helm (0 def, 3 armour) (Misfortune) iron helm (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 38 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | treant's copper ring of nature (+26%) treant's copper ring of nature (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +26% nature Changes damage: +10% nature Physical save: +6 Poison immunity: +11% Disease immunity: +10% Rings can have magical properties. |
| On fingers | copper ring of arcane power copper ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Spellpower: +5 Rings can have magical properties. |
| Around waist | blurring rough leather belt of carrying (Shrouds) blurring rough leather belt of carrying (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +6 Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +20 Curse of Shrouds A belt that goes around your waist. |
| In main hand | inquisitor's steel greatmaul of massacre (35-52.5 power, 2 apr) (Corpses) inquisitor's steel greatmaul of massacre (35-52.5 power, 2 apr) (Corpses)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +15 manaburn Curse of Corpses Massive two-handed maul. |
| On hands | iron gauntlets of dexterity (+3) (0 def, 1 armour) (Misfortune) iron gauntlets of dexterity (+3) (0 def, 1 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +3 Dex Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Nature's Blessing (8 def, 6 armour) (Nightmares) Nature's Blessing (8 def, 6 armour) (Nightmares)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Curse of Nightmares Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
| Cloak | linen cloak (1 def, 0 armour) (Madness) linen cloak (1 def, 0 armour) (Madness)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Inventory
3 agate 3 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. |
41 alchemist agate 41 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. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
3 ametrine 3 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% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
6 zircon 6 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
Level 10
Got a character to level 10.By Roranko the Dwarf Cursed level 10
21st Profit 122nd year of Ascendancy at 05:26 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Roranko the Dwarf Cursed level 4
19th Voratun 122nd year of Ascendancy at 22:56 see stats
The Arena
Unlocked Arena mode.By Roranko the Dwarf Cursed level 8
9th Profit 122nd year of Ascendancy at 20:08 see stats
Log
Talent Resilience of the Dwarves is ready to use.
You are sent back to the material plane!
Fuldar the Invoker casts Earthen Missiles.
Roranko starts to bleed.
Fuldar the Invoker hits Roranko for 38 physical, 7 physical damage (total 43.29).
Fuldar the Invoker hits Roranko for 38 physical, 7 physical damage (total 43.29).
Fuldar the Invoker casts Flame.
Roranko uses Infusion: Regeneration.
Roranko starts regenerating health quickly.
Fuldar the Invoker hits Roranko for 13 physical damage.
You fight through the pain! (+7 hate)
Roranko is on fire!
Fuldar the Invoker hits Roranko for 75 fire damage.
Fuldar the Invoker casts Lightning.
Your hatred grows even as your life fades! (+13 hate)
Fuldar the Invoker says: 'You are dooooommmed!!'
Fuldar the Invoker hits Roranko for 86 lightning damage.
Roranko uses Infusion: Wild.
Roranko stops burning.
Roranko is cured!
Roranko lessens the pain.
Fuldar the Invoker hits Roranko for 11 physical damage.
Fuldar the Invoker casts Manathrust.
Your hatred grows even as your life fades! (+8 hate)
Saving done.
Saving done.
Saving game...
