











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 10 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by brecklorn at level 6 on the 20th Voratun 122nd year of Ascendancy at 11:52 0 / 5Killed by Elomissra the copperhead snake at level 10 on the 30th Profit 122nd year of Ascendancy at 00:33 Killed by thief at level 10 on the 30th Profit 122nd year of Ascendancy at 02:02 Killed by rogue at level 10 on the 30th Profit 122nd year of Ascendancy at 03:25 Killed by Horned Horror at level 10 on the 30th Profit 122nd year of Ascendancy at 13:47 |
Primary Stats
| Strength | 29 (base 25) |
| Dexterity | 8 (base 10) |
| Constitution | 26 (base 18) |
| Magic | 9 (base 10) |
| Willpower | 31 (base 26) |
| Cunning | 16 (base 10) |
Resources
| Life | -13/354 |
| Hate | 100/100 |
| Healing Factor | 1.0707619228849 |
| Regeneration | 4.5507381722609 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 20 |
| Crit Chance | 13% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +5% |
| Nature | +6% |
| Darkness | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Darkness | +15% |
| Temporal | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 8 |
| Physical Save | 28 |
| Spell Save | 20 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Light | + 21%( 70%) |
| Cold | + 3%( 70%) |
| Darkness | + 30%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 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 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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. | 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 |
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 focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots of tirelessness (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +16.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +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. |
| On head | clarifying linen wizard hat of corrosion (+15%) (Misfortune) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +15% acid Changes damage: +10% acid Mental save: +5 (+3 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt of the mystic (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Spellpower: +2 (+2 eff.) Curse of Madness A belt that goes around your waist. |
| In main hand | steel greatmaul 'Tundrasting' (Nightmares) (28-42 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Armour: +2 Defense: +5 (+5 eff.) Changes resistances: +3% darkness / +3% cold Disarm immunity: +10% Life regen: +4.00 Curse of Nightmares Massive two-handed mauls. |
| On hands | Woespawn (Madness) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Damage when hit (Melee): 2 darkness Changes resistances: +6% darkness Changes resistances penetration: +20% blight / +10% temporal / +15% darkness Changes damage: +4% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cured leather armour 'Wildquencher' (Misfortune) (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes stats: +4 Cun / +3 Wil Changes resistances: +6% physical / +11% light / +11% darkness Changes resistances penetration: +20% nature Changes damage: +6% nature / +6% darkness Physical save: +14 (+7 eff.) Mental save: +12 (+6 eff.) Curse of Misfortune A suit of armour made of leather. |
| Cloak | spellcowled linen cloak of battle (Corpses) (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +1 Mag / +1 Wil Spell save: +6 (+3 eff.) Maximum mana: +40.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
Inventory
Skullcleaver (Misfortune) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Daguroddadir the rough leather gloves (Shrouds) (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Cun Changes resistances: +5% lightning Changes resistances penetration: +15% blight Changes damage: +4% lightning Vim when firing critical spell: +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
reinforced steel shield of physical resistance (+13%) (Nightmares) (0 def, 6 armour, 14-16 power, 62 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +62 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +13% physical Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
swashbuckler's iron shield of resistance (Misfortune) (0 def, 2 armour, 10-13 power, 17 block)Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +17 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Fatigue: +8% Changes stats: +2 Str / +2 Dex Changes resistances: +6% acid / +5% fire / +6% lightning / +5% cold Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 after 40 turns Activation costs 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 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) Activation costs 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Brahak the Dwarf Cursed level 8
9th Profit 122nd year of Ascendancy at 01:17 see stats
Level 10
Got a character to level 10.By Brahak the Dwarf Cursed level 10
29th Profit 122nd year of Ascendancy at 06:18 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Brahak the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 23:55 see stats
Log
You gain 0.50 gold from the transmogrification of ash longbow (Nightmares).
You gain 2.56 gold from the transmogrification of thought-forged iron greatsword (Shrouds) (18-29 power, 1 apr).
You gain 3.22 gold from the transmogrification of balanced steel greatmaul (Madness) (26-40 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel battleaxe of massacre (Corpses) (28-42 power, 2 apr).
You gain 0.45 gold from the transmogrification of iron battleaxe of massacre (Misfortune) (20-29 power, 1 apr).
You gain 1.16 gold from the transmogrification of shielding rune (absorb 54; dur 3; cd 17).
You gain 1.00 gold from the transmogrification of wild infusion (res 15%; magical; dur 3; cd 15).
You gain 0.71 gold from the transmogrification of regeneration infusion (heal 73; 17 cd).
Brahak is being strangled.
Brahak hits Horned Horror for (14 flat reduction), 54 physical, (6 flat reduction), 0 darkness (54 total damage).
Brahak slows down.
Your heart hardens as a powerful foe enters your gloom! (+20 hate)
Strangle Hold from Horned Horror hits Brahak for 12 nature damage.
Mindrot hits Horned Horror for (4 flat reduction), 0 mind, (4 flat reduction), 0 darkness (0 total damage).
Horned Horror throws a finishing uppercut.
Horned Horror casts Chain Lightning.
Brahak is stunned!
Horned Horror hits Brahak for 106 physical, 23 lightning, 126 lightning (255 total damage).
Melee retaliation hits Horned Horror for (10 flat reduction), 0 blight, (2 flat reduction), 0 darkness, (10 flat reduction), 0 fire (0 total damage).
Brahak hits Horned Horror for (14 flat reduction), 13 physical, (3 flat reduction), 0 darkness (13 total damage).
Strangle Hold from Horned Horror hits Brahak for 12 nature damage.
Mindrot hits Horned Horror for (2 flat reduction), 0 mind, (2 flat reduction), 0 darkness (0 total damage).
Horned Horror throws two quick punches.
Horned Horror misses Brahak.
Horned Horror hits Brahak for 70 physical, 23 lightning (93 total damage).
Melee retaliation hits Horned Horror for (4 flat reduction), 0 blight, (1 flat reduction), 0 darkness, (4 flat reduction), 0 fire (0 total damage).
Brahak the level 10 dwarf cursed was amped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
































































