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 | Cornac |
| Class | Cursed |
| Level / Exp | 12 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Cusod the halfling at level 5 on the 2nd Summertide 122nd year of Ascendancy at 19:56 0 / 6Killed by skeleton mage at level 7 on the 2nd Flare 122nd year of Ascendancy at 01:38 Killed by poisoned deep water at level 9 on the 3rd Flare 122nd year of Ascendancy at 08:35 Killed by thief at level 11 on the 3rd Dusk 122nd year of Ascendancy at 10:15 Killed by Giwe the dire wolf at level 11 on the 3rd Dusk 122nd year of Ascendancy at 19:17 Killed by cold drake hatchling at level 12 on the 17th Dusk 122nd year of Ascendancy at 22:49 |
Primary Stats
| Strength | 43 (base 36) |
| Dexterity | 21 (base 13) |
| Constitution | 16 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 28 (base 26) |
| Cunning | 10 (base 10) |
Resources
| Life | -8/333 |
| Positive | 49/83 |
| Paradox | 150 |
| Hate | 85/100 |
| Healing Factor | 1.0050997136439 |
| Regeneration | 0.25127492841097 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 24 |
| Crit Chance | 0% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.8 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +19% |
| Cold | +20% |
| All | +10% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 21.525 |
| Ranged Defense | 22.025 |
| Fatigue | 0 |
| Physical Save | 20.15 |
| Spell Save | 14.35 |
| Mental Save | 12.95 |
Defense: Resistances
| Mind | + 9%( 70%) |
| All | + 14%( 70%) |
| Physical | + 16%( 72%) |
| Cold | + 48%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Fear Resistance | 15% |
| Stun Resistance | 15% |
| Knockback Resistance | 15% |
| Confusion Resistance | 7% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 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 / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 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 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| 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. |
| beneficial effect | The target is hunting creatures of type / sub-type: giant / ice with 54% effectiveness. Kills: 1 / 10 kills, Damage: +4% / +8%, Attack: +1 / +3, Stun: -- / 1.7%, Outmaneuver: 0.0% / 0.0% Predator |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| 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 4, Cursed Aura Curse of Corpses 4Penalty: Fear of Death: -8% resistance against damage from the undead. Level 1: Power over Death: +10% damage against the undead. Level 2: -1 Luck, +4 Strength, +4 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 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. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
Escort the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara) | active |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Spin Fate (+1 level(s)). | 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. 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
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 tirelessness (0 def, 1 armour) (Corpses) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Stamina each turn: +0.40 Maximum stamina: +10.00 Curse of Corpses A pair of boots made of leather. |
| On hands | rough leather gloves (0 def, 1 armour) (Nightmares) rough leather gloves (0 def, 1 armour) (Nightmares)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
| In main hand | Islagatira (25.5-38.25 power, 2 apr) (Misfortune) Islagatira (25.5-38.25 power, 2 apr) (Misfortune)Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Dex Changes damage: +9% mind Equilibrium when hit: +0.12 Curse of Misfortune Massive two-handed maul. |
| Main armor | Silk Current (12 def, 0 armour) (Corpses) Silk Current (12 def, 0 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% Curse of Corpses This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Light source | healer's brass lantern healer's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Healing mod.: +10% 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. |
| Cloak | enveloping linen cloak of resilience (6 def, 0 armour) (Madness) enveloping linen cloak of resilience (6 def, 0 armour) (Madness)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Maximum life: +31.00 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 waist | rough leather belt of the mind (Madness) rough leather belt of the mind (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mindpower: +2 Curse of Madness A belt that goes around your waist. |
Inventory
thought-forged iron dagger of evisceration (4.5-5.85 power, 5 apr) (Madness) thought-forged iron dagger of evisceration (4.5-5.85 power, 5 apr) (Madness)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +6 mind Damage conversion: 20% mind When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Changes stats: +1 Wil Curse of Madness Sharp, short and deadly. |
steel greatmaul of crippling (24-36 power, 2 apr) (Misfortune) steel greatmaul of crippling (24-36 power, 2 apr) (Misfortune)Requires: - Strength 16 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: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% Curse of Misfortune Massive two-handed maul. |
steady ash longbow of nature (Nightmares) steady ash longbow of nature (Nightmares)Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +10 nature When wielded/worn: Accuracy: +7 Changes resistances: +3% all Changes resistances penetration: +6% nature Talent cooldown: Steady Shot (-1 turn) Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Emuthra (Nightmares) Emuthra (Nightmares)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Infused by psionic forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 Burst (radius 1) on hit: +8 blight When wielded/worn: Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
runic rough leather sling of fire (Madness) runic rough leather sling of fire (Madness)Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 Damage when this weapon hits(ranged): +6 fire When wielded/worn: Changes stats: +2 Mag Changes damage: +5% arcane / +9% fire Spellpower: +7 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
ethereal ash magestaff of greater warding (15-18 power, 3 apr, cold damage) (Madness) ethereal ash magestaff of greater warding (15-18 power, 3 apr, cold damage) (Madness)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +3 Maximum wards: +3 cold Changes damage: +15% cold Talents granted: +1 Command Staff +1 Ward Spellpower: +6 Spell crit. chance: +2% Damage Shield penetration: +10% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
greater ash starstaff (15-18 power, 3 apr, temporal damage) (Corpses) greater ash starstaff (15-18 power, 3 apr, temporal damage) (Corpses)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical / +15% light / +15% darkness / +15% temporal Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
mindwoven woollen robe (0 def, 0 armour) (Nightmares) mindwoven woollen robe (0 def, 0 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of nature (+15%) (0 def, 0 armour) (Nightmares) shimmering woollen robe of nature (+15%) (0 def, 0 armour) (Nightmares)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% nature Changes damage: +10% nature / +11% arcane Maximum mana: +19.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of Angolwen (0 def, 0 armour) (Nightmares) woollen robe of Angolwen (0 def, 0 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +2 Mag Spellpower: +5 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of light (+16%) (0 def, 0 armour) (Nightmares) woollen robe of light (+16%) (0 def, 0 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% light Changes damage: +11% light Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeroyabeth (10/10, 10.5-14.7 power, 5 apr) Xeroyabeth (10/10, 10.5-14.7 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 10.5 - 14.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 10 Damage when this weapon hits(ranged): +32 manaburn Arrows are used with bows to pierce your foes to death. |
71 alchemist agate 71 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. |
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. |
ash totem of cure illness [power 2] (20 cooldown) ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Thanacracy the Cornac Cursed level 10
8th Flare 122nd year of Ascendancy at 17:37 see stats
The Arena
Unlocked Arena mode.By Thanacracy the Cornac Cursed level 9
7th Flare 122nd year of Ascendancy at 03:09 see stats
The secret city
Discovered the truth about mages.By Thanacracy the Cornac Cursed level 9
5th Flare 122nd year of Ascendancy at 02:46 see stats
Unstoppable
Returned from the dead.By Thanacracy the Cornac Cursed level 11
3rd Dusk 122nd year of Ascendancy at 19:17 see stats
Log
Thanacracy uses Infusion: Wild.
Thanacracy lessens the pain.
You feel your rampage slowing down. (-1 duration)
Talent Slam is ready to use.
Talent Slash is ready to use.
Thanacracy is no longer rampaging.
Your hatred grows even as your life fades! (+4 hate)
Wolf overcomes the gloom.
Thanacracy hits cold drake hatchling for 1 cold damage.
Cold drake hatchling hits Thanacracy for 25 physical damage.
Wolf moves reluctantly!
Cold drake hatchling moves reluctantly!
Thanacracy hits cold drake hatchling for 53 physical damage.
Cold drake hatchling hits Thanacracy for 2 cold damage.
Your hatred grows even as your life fades! (+4 hate)
Thanacracy hits cold drake hatchling for 1 cold damage.
Cold drake hatchling hits Thanacracy for 25 physical damage.
Thanacracy hits cold drake hatchling for 68 physical damage.
Cold drake hatchling hits Thanacracy for 2 cold damage.
Thanacracy hits cold drake hatchling for 69 physical damage.
Cold drake hatchling hits Thanacracy for 2 cold damage.
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
