Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 5 / 51% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 76th Pyre 122nd year of Ascendancy at 11:04 / 1 |
Primary Stats
Strength | 24 (base 22) |
Dexterity | 10 (base 10) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 20 (base 22) |
Cunning | 10 (base 10) |
Resources
Life | -13/179 |
Hate | 100/100 |
Healing Factor | 1.0525900013236 |
Regeneration | 12.894227516214 |
Speed
Mental | +47.623053241051% |
Attack | 0% |
Movement | +297.64408275657% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 27 |
Accuracy | 21 |
Crit Chance | 5% |
APR | 4 |
Speed | 0.68 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Mind | +4% |
Physical | +21% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 6.6 |
Ranged Defense | 6.6 |
Fatigue | 13 |
Physical Save | 21.696309752025 |
Spell Save | 10.325 |
Mental Save | 20.471309752025 |
Defense: Resistances
Mind | + 5%( 70%) |
Darkness | + 8%( 78%) |
Light | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
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. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. |
Class Talents
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.13 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is rampaging! (+298% movement speed, +48% attack speed, +21% physical damage, +11 physical save, +11 mental save) Rampaging |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | A shroud of darkness seems to fall across your path. Level 2 Curse of Shrouds 2Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Level 1: Nightwalker: +8 Darkness Resistance, +8% Max Darkness Resistance, +6 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. |
Quests
You failed to protect the lost anorithil from death by Prox the Mighty. Escort: lost anorithil (level 3 of Trollmire) | failed |
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. | active |
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
On hands | psychic's rough leather gloves (0 def, 1 armour) (Shrouds) psychic's rough leather gloves (0 def, 1 armour) (Shrouds)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 mind Changes resistances: +5% mind Changes damage: +4% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On feet | blood-soaked pair of iron boots (0 def, 3 armour) (Corpses) blood-soaked pair of iron boots (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +3 Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around neck | copper amulet of mastery (0.13 Cursed / Rampage) copper amulet of mastery (0.13 Cursed / Rampage)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.13 Cursed / Rampage Amulets can have magical properties. |
Main armor | rough leather armour (1 def, 2 armour) (Shrouds) rough leather armour (1 def, 2 armour) (Shrouds)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Shrouds A suit of armour made of leather. |
Around waist | massive, stained girdle massive, stained girdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | iron helm of strength (+2) (0 def, 3 armour) (Nightmares) iron helm of strength (+2) (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | balanced iron greatsword (14-22.4 power, 1 apr) (Shrouds) balanced iron greatsword (14-22.4 power, 1 apr) (Shrouds)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 Defense: +6 Curse of Shrouds Massive two-handed swords. |
Inventory
psychic's sun infusion (rad 6; power 44; turns 5; dispells darkness) psychic's sun infusion (rad 6; power 44; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 22). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 44) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. The Blood of Life! It can let a living being resurrect in case of an untimely demise. But only once! |
iron battleaxe (8.5-12.75 power, 1 apr) (Misfortune) iron battleaxe (8.5-12.75 power, 1 apr) (Misfortune)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 8.5 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Misfortune Massive two-handed battleaxes. |
manaburning iron longsword (7.5-10.5 power, 2 apr) (Corpses) manaburning iron longsword (7.5-10.5 power, 2 apr) (Corpses)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +10 manaburn Curse of Corpses Sharp, long, and deadly. |
Newly picked up elm vilestaff (10-12 power, 2 apr, fire damage) (Madness)elm vilestaff (10-12 power, 2 apr, fire damage) (Madness) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
miner's iron helm of dexterity (+2) (0 def, 4 armour) (Madness) miner's iron helm of dexterity (+2) (0 def, 4 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +2 Dex Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Newly picked up reinforced iron shield (4 def, 6 armour, 40.5 block)reinforced iron shield (4 def, 6 armour, 40.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
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. |
supercharged iron torque of clear mind [power 1] (29 cooldown) supercharged iron torque of clear mind [power 1] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to absorbs and nullifies at most 1 detrimental mental status effects in the next 6 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
ametrine 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. |
Achievements
Log
Bill the Stone Troll misses Afbee.
Afbee stops regenerating health quickly.
Bill the Stone Troll is lost in despair!
Afbee hits Bill the Stone Troll for 28 physical, 6 mind damage (total 33.00).
Bill the Stone Troll is confused and fails to use Attack.
Bill the Stone Troll is stunned with fear!
Bill the Stone Troll overcomes the gloom
Bill the Stone Troll resists the mind attack!
Afbee hits Bill the Stone Troll for 40 physical, 3 mind damage (total 42.08).
Bill the Stone Troll hits Afbee for 17 physical damage.
Afbee hits Bill the Stone Troll for 40 physical, 6 mind damage (total 44.58).
Bill the Stone Troll hits Afbee for 11 physical damage.
Talent Infusion: Regeneration is ready to use.
Bill the Stone Troll overcomes the gloom
Afbee uses Infusion: Regeneration.
Afbee starts regenerating health quickly.
Your hatred grows even as your life fades! (+9 hate)
Bill the Stone Troll hits Afbee for 39 physical damage.
Bill the Stone Troll rushes out!
Your hatred grows even as your life fades! (+11 hate)
Afbee begins rampaging!
Saving done.
Saving done.
Saving game...