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 | Thalore |
| Class | Cursed |
| Level / Exp | 2 / 25% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 21 (base 19) |
| Dexterity | 13 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 15 (base 16) |
| Cunning | 10 (base 10) |
Resources
| Life | 129/129 |
| Hate | 91/100 |
| Healing Factor | 0.96031296397624 |
| Regeneration | 11.763833808709 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 20 |
| Crit Chance | 4% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16.5 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 5.05 |
| Ranged Defense | 7.05 |
| Fatigue | 7 |
| Physical Save | 11.2 |
| Spell Save | 8.05 |
| Mental Save | 8.75 |
Defense: Resistances
| Mind | -9%( 70%) |
Defense: Immunities
| Confusion Resistance | 0% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
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 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Level 3 Curse of Madness 3Penalty: Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Level 1: Unleashed: +9% critical damage, +12% off-hand weapon damage Level 2: -2 Luck, +5 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. |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You failed to protect the lost sun paladin from death by stone troll. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom. | active |
Equipment
| On feet | stalker's pair of rough leather boots of uncanny dodging (2 def, 1 armour) stalker's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: +1% Infravision radius: +2 A pair of boots made of leather. |
| Main armor | rough leather armour (1 def, 2 armour) (Madness) rough leather armour (1 def, 2 armour) (Madness)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Madness A suit of armour made of leather. |
| Light source | 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. |
| On head | mindwoven linen wizard hat (1 def, 0 armour) (Madness) mindwoven linen wizard hat (1 def, 0 armour) (Madness)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mindpower: +2 Mental crit. chance: +2% Curse of Madness A pointy cloth hat, very wizardly... |
| In main hand | iron battleaxe (8.5-12.75 power, 1 apr) (Madness) iron battleaxe (8.5-12.75 power, 1 apr) (Madness)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 Madness Massive two-handed battleaxes. |
Inventory
mighty elm longbow (Madness) mighty elm longbow (Madness)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 When wielded/worn: Physical power: +5 Changes stats: +2 Str Curse of Madness Longbows are used to shoot arrows at your foes. |
cruel elm magestaff (10-12 power, 2 apr, arcane damage) (Nightmares) cruel elm magestaff (10-12 power, 2 apr, arcane damage) (Nightmares)Requires: - Magic 11 Crafted by a master 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: Arcane Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +1% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
thought-forged iron waraxe (7.5-10.5 power, 2 apr) (Misfortune) thought-forged iron waraxe (7.5-10.5 power, 2 apr) (Misfortune)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +5 mind Damage conversion: 27% mind When wielded/worn: Changes stats: +1 Wil Curse of Misfortune One-handed war axes. |
Newly picked up mindwoven linen robe (0 def, 0 armour) (Corpses)mindwoven linen robe (0 def, 0 armour) (Corpses) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Newly picked up linen wizard hat of fire (+18%) (1 def, 0 armour) (Madness)linen wizard hat of fire (+18%) (1 def, 0 armour) (Madness) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +18% fire Changes damage: +12% fire Curse of Madness A pointy cloth hat, very wizardly... |
rough leather armour (1 def, 2 armour) (Nightmares) rough leather armour (1 def, 2 armour) (Nightmares)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Nightmares A suit of armour made of leather. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
elm totem of cure poisons [power 1] (20 cooldown) elm totem of cure poisons [power 1] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 10] (20 cooldown) elm totem of thorny skin [power 10] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Large brown snake hits Tyric for 8 physical damage.
Fox hits Tyric for 5 physical damage.
Tyric hits large brown snake for 30 physical damage.
Tyric killed large brown snake!
Fox hits Tyric for 5 physical damage.
Tyric hits fox for 25 physical damage.
Fox misses Tyric.
Fox hits Tyric for 5 physical damage.
Fox is being stalked by Tyric!
Tyric hits fox for 24 physical damage.
Fox hits Tyric for 5 physical damage.
Tyric misses fox.
Fox hits Tyric for 5 physical damage.
Fox is no longer being stalked by Tyric.
Tyric hits fox for 30 physical damage.
Tyric killed fox!
You don't see how to get there...
Tyric uses Infusion: Regeneration.
Tyric starts regenerating health quickly.
Neratha, the lost sun paladin is dead, quest failed!
Quest 'Escort: lost sun paladin (level 2 of Norgos Lair)' is failed! (Press 'j' to see the quest log)
