










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Items Vault 1.7.6Donators/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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 11 / 5% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 31 (base 26) |
| Dexterity | 8 (base 10) |
| Constitution | 20 (base 17) |
| Magic | 11 (base 10) |
| Willpower | 31 (base 23) |
| Cunning | 16 (base 10) |
Resources
| Life | 352/352 |
| Hate | 34/100 |
| Healing Factor | 0.85732266793797 |
| Regeneration | 0.72872426774728 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 30 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +10% |
| Nature | +5% |
| Cold | +3% |
| Lightning | +3% |
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21.317011280365 (72.903125182002%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 14 |
| Physical Save | 21 |
| Spell Save | 14 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Physical | + 14%( 71%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 5%( 70%) |
| Mind | -4%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Confusion Resistance | 0% |
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: 12 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 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| 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 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 32 mind and 31 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 50 Mind damage, and deal 47 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
Quests
You failed to protect the lost sun paladin from death by copperhead snake. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
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. | active |
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 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of iron boots 'Quenchvault' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +3% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | iron pickaxe 'Polovea' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Phys.crit +2.0% Mind.pwr +5 (+3 eff.) Dmg.mod +6% mind Acc +4 (+2 eff.) Apr +1 ---------- misc Max.stam +10.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
| On fingers | copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
| Around neck | warrior's copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
| In main hand | iron greatsword 'Dourdeath' (Madness) (126% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +4 darkness On Hit: * 10% chance to reduce damage dealt by 20% While equipped: Stats +3 Mag ----- def ----- Resists +3% cold Crit.chn- 15.00% Curse of Madness Massive two-handed swords. |
| Main armor | hardened iron mail armour (Corpses) (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +5% acid +5% physical +6% cold +6% lightning +5% fire Curse of Corpses A suit of armour made of mail. |
| Light source | brass lantern2.0 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. |
| Cloak | Galeorder the linen cloak (Nightmares) (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 2 lightning ----- def ----- Defense +6 (+6 eff.) Resists +15% acid Phys.save +5 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Tempestfoe1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +15% lightning HP.reg +0.60 Heal.mod +10% ---------- misc Light +2 Infravis +1 A belt that goes around your waist. |
Inventory
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Unerring Scalpel (Nightmares) (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Nightmares This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Turerath the iron mace (Shrouds) (102% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +21% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.vim +30.00 Curse of Shrouds Blunt and deadly. |
Hazerend the iron waraxe (Madness) (117% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 acid On Crit.r2 +12 cold While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 2 cold Curse of Madness One-handed war axes. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 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. |
iron shield of cold resistance (+16%) (0 def, 2 armour, 100% power, 22 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate0.0 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. |
42 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 262/400 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 Chest2.0 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. |
3 ametrine0.0 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. |
citrine0.0 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. |
3 zircon0.0 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rarrg the Dwarf Cursed level 10
18th Wealth 122nd year of Ascendancy at 17:02 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Rarrg the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 19:53 see stats
Log
You don't see how to get there...
You are yanked out of this place!
Ran for 5 turns (stop reason: dialog is displayed).
You gain 5.00 gold from the transmogrification of elm totem of thorny skin [power 15] (20 cooldown).
You gain 3.00 gold from the transmogrification of Coral Spray (8 def, 8 armour, 117% power, 48 block).
You gain 1.38 gold from the transmogrification of cleansing iron plate armour of resilience (Corpses) (0 def, 7 armour).
You gain 0.86 gold from the transmogrification of rough leather armour of acid resistance (Misfortune) (3 def, 2 armour).
You gain 1.62 gold from the transmogrification of prismatic iron mail armour of lightning resistance (Misfortune) (2 def, 4 armour).
You gain 0.65 gold from the transmogrification of iron helm of strength (+2) (0 def, 3 armour).
You gain 5.75 gold from the transmogrification of Dourvein the rough leather cap (0 def, 1 armour).
You gain 2.06 gold from the transmogrification of umbral iron gauntlets of dexterity (+3) (0 def, 1 armour).
You gain 0.25 gold from the transmogrification of iron gauntlets (0 def, 1 armour).
You gain 1.15 gold from the transmogrification of corrosive hardened leather gloves (0 def, 2 armour).
You gain 6.67 gold from the transmogrification of Nuharamas (0 def, 1 armour).
You gain 2.56 gold from the transmogrification of chilling iron greatmaul of phasing (Misfortune) (118% power, 8 apr).
You gain 2.66 gold from the transmogrification of mule's copper ring of perseverance.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 20th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 21st Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:16.
There is a Ruins of Kor'Pul here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.





























































