










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 14 / 28% |
Size | medium |
Lifes / Deaths | Killed by thought-forged bowman at level 6 on the 10th Dusk 122nd year of Ascendancy at 11:54 0 / 6Killed by thought-forged bowman at level 7 on the 10th Dusk 122nd year of Ascendancy at 13:35 Killed by skeleton warrior at level 11 on the 20th Dusk 122nd year of Ascendancy at 01:25 Killed by storm drake hatchling at level 13 on the 33rd Dusk 122nd year of Ascendancy at 01:30 Killed by Horned Horror at level 14 on the 34th Dusk 122nd year of Ascendancy at 14:37 Killed by Horned Horror at level 14 on the 34th Dusk 122nd year of Ascendancy at 17:22 |
Primary Stats
Strength | 56 (base 40) |
Dexterity | 18 (base 10) |
Constitution | 14 (base 10) |
Magic | 12 (base 10) |
Willpower | 46 (base 31) |
Cunning | 13 (base 10) |
Resources
Life | -17/451 |
Hate | 77/100 |
Healing Factor | 0.83248317109759 |
Regeneration | 0.2081207927744 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 47 |
Accuracy | 32 |
Crit Chance | 9% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +3% |
Darkness | +9% |
Fire | +15% |
Cold | +16% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Cold | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 32.522593642275 (62.32946707186%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 5 |
Physical Save | 31 |
Spell Save | 25 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 21%( 70%) |
Light | + 3%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 18%( 70%) |
Nature | + 13%( 70%) |
Cold | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 20% |
Confusion Resistance | 40% |
Fear Resistance | 18% |
Stun Resistance | 18% |
Poison Resistance | 22% |
Knockback Resistance | 78% |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | 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 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 |
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 have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +3 Mag dps ---------- Dmg.mod +9% darkness ----- def ----- Max.HP +40.00 ---------- misc Light +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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% fire +3% nature +6% cold Res.pen +10% nature +10% cold Apr +6 Melee Ret 2 nature While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +20 (+7 eff.) Dmg.mod +6% acid Res.pen +15% acid Apr +1 ----- def ----- Defense +5 (+3 eff.) Max.HP +25.00 Disarm- +20% Pinning- +25% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +7 (+4 eff.) Confus- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 4/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.20 cold damage and 2.76 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Phys.pwr +4 (+2 eff.) Acc +5 (+3 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Phys.save +6 (+3 eff.) Spell.save +10 (+5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Resists +12% blight +13% nature +3% light Poison- +22% Disease- +24% ---------- misc See.Invis +3 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +12 (+6 eff.) Confus- +24% Rings make your fingers look great! |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% light Melee Ret 2 darkness ----- def ----- Resists +3% darkness Max.HP +30.00 A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue -4% Phys.save +7 (+3 eff.) ---------- misc Max.enc +20 Mana/turn +0.04 Mana/s.crit +2.00 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Melee+ 5 nature Dmg.mod +3% nature Acc +17 (+8 eff.) ----- def ----- Armour +2 Resists +5% nature Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +25% ---------- misc Max.vim +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. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +5% nature 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. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.05 to 96.14 lightning damage (64.09 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Con dps ---------- Res.pen +10% light Acc +10 (+5 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% blight +11% nature +6% light A suit of armour made of mail. |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% HP.reg +2.10 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Belanor the Thalore Cursed level 10
16th Dusk 122nd year of Ascendancy at 09:48 see stats
Log
Bleeding from Dremling hits Belanor for 4 physical damage.
Mindrot hits Horned Horror for (5 flat reduction), 0 mind, (6 flat reduction), 0 darkness (0 total damage).
Horned Horror resists the wave!
Belanor's cold repulsion area effect hits Horned Horror for (4 flat reduction), 0 cold, (4 flat reduction), 0 physical (0 total damage).
Horned Horror hits Belanor for 16 physical, 8 lightning (24 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 nature (0 total damage).
Belanor uses Gift of the Woods.
Belanor starts regenerating health quickly.
Belanor uses Infusion: Healing.
Belanor stops bleeding.
Belanor receives 50 healing from Infusion: Healing.
Belanor uses Slash.
Horned Horror is being stalked by Belanor!
Belanor hits Horned Horror for (16 flat reduction), 106 physical, (16 flat reduction), 5 cold (111 total damage).
Horned Horror is not stunned anymore.
Mindrot hits Horned Horror for (3 flat reduction), 0 mind, (6 flat reduction), 0 darkness (0 total damage).
Horned Horror resists the wave!
Belanor's cold repulsion area effect hits Horned Horror for (4 flat reduction), 0 cold, (4 flat reduction), 0 physical (0 total damage).
Horned Horror lashes out with a flurry of fists.
Horned Horror casts Chain Lightning.
Horned Horror's spell attains critical power!
Belanor begins rampaging!
Horned Horror casts Lightning.
Horned Horror's spell attains critical power!
Horned Horror hits Something for 97 lightning damage.
Horned Horror hits Belanor for 38 physical, 16 lightning, 34 physical, 16 lightning, (44 rampage shugs off), 97 lightning (201 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 nature, (2 flat reduction), 0 nature, (2 flat reduction), 0 nature (0 total damage).
Belanor the level 14 thalore cursed was bolted to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
Horned Horror is no longer being stalked by Belanor.