










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 14 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by brecklorn at level 5 on the 18th Voratun 122nd year of Ascendancy at 18:34 2 / 3Killed by bandit at level 7 on the 28th Voratun 122nd year of Ascendancy at 00:42 Killed by orc corruptor at level 14 on the 20th Profit 122nd year of Ascendancy at 04:16 |
| Antimagic | Follower |
Primary Stats
| Strength | 42 (base 38) |
| Dexterity | 15 (base 10) |
| Constitution | 24 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 37 (base 31) |
| Cunning | 18 (base 10) |
Resources
| Life | 436/436 |
| Hate | 100/100 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 3.631119069294 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 24 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +6% |
| Nature | +25% |
| Physical | +11% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 17.317011280365 (72.903125182002%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 9 |
| Physical Save | 21 |
| Spell Save | 31 |
| Mental Save | 20 |
Defense: Resistances
| Cold | + 10%( 70%) |
| Lightning | + 10%( 70%) |
| Nature | + 11%( 70%) |
| Darkness | + 3%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Bleed Resistance | 20% |
| Confusion Resistance | 35% |
| Fear Resistance | 35% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. |
| 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 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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 improved talent Vitality (+1 level(s)). | done |
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 |
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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | active |
Equipment
| On hands | restful rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 16/30) : Effective talent level: 1.0 Power cost: 15 out of 16/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 37.25 to 111.76 lightning damage (74.51 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
| On fingers | steel ring 'Icevault'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 6 cold Changes stats: +2 Con Changes resistances: +11% physical Changes resistances penetration: +10% cold Changes damage: +11% physical Spell save: +11 (+5 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Maximum stamina: +14.00 Rings make your fingers look great! |
| Around neck | steel amulet of perfection (0.20 Cursed / Gloom,0.20 Cursed / Fears)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Fears Amulets make your neck look great! |
| Main armor | Meyon (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +10% blight / +11% nature / +3% mind Critical mult.: +10.00% Cut immunity: +20% Disarm immunity: +10% Hate when firing a critical mind attack: +1.00 Mindpower: +5 (+2 eff.) A suit of armour made of mail. |
| In main hand | Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
| Cloak | linen cloak 'Glowviper' (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +2 Defense: +1 (+1 eff.) Fatigue: -3% Changes stats: +2 Dex / +1 Con Changes resistances: +3% darkness Changes damage: +6% light Disease immunity: +20% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Damage against: +16% Summoned Reduced damage from: +19% Summoned A belt that goes around your waist. |
Inventory
shatter afflictions rune of the psychic (absorb 59; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's steel amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Physical save: +12 (+6 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+5 eff.) Amulets make your neck look great! |
savior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +5% mind 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. |
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. |
Achievements
Log
Decrepitude Disease from Orc corruptor hits Karod for 32 blight damage.
Mindrot hits Orc corruptor for 5 mind, 4 darkness (9 total damage).
Orc corruptor casts Rune: Shielding.
A shield forms around orc corruptor.
Orc corruptor casts Blood Grasp.
Karod begins rampaging!
Orc corruptor receives 29 healing from Orc corruptor's Blood Grasp.
Orc corruptor's Blood Grasp hits Karod for (23 rampage shugs off), 135 blight (135 total damage).
Karod hits Orc corruptor for (18 absorbed), 0 lightning (0 total damage).
Karod has shrugged off 23 damage and is ready for more.
Talent Slash is ready to use.
Decrepitude Disease from Orc corruptor hits Karod for 28 blight damage.
Mindrot hits Orc corruptor for (5 absorbed), 0 mind, (4 absorbed), 0 darkness (0 total damage).
Karod activates his Cloud Caller!
Karod hurls lightning at unknown!
Karod hits Orc corruptor for (100 absorbed), 0 lightning (0 total damage).
Your movements fuel your rampage! (+1 duration)
Orc corruptor calms down.
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Orc corruptor roars triumphantly.
Orc corruptor's Soul Rot hits Karod for (23 rampage shugs off), 286 blight (286 total damage).
Karod the level 14 dwarf cursed was diseased to death by an orc corruptor on level 1 of Zigur.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Orc corruptor's Soul Rot killed Karod!






















































