Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Items Vault 1.0.3 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 9 / 82% |
Size | medium |
Lifes / Deaths | Killed by Prox the Mighty at level 3 on the 76th Pyre 122nd year of Ascendancy at 20:57 0 / 6Killed by skeleton mage at level 5 on the 77th Pyre 122nd year of Ascendancy at 17:45 Killed by shadow claw at level 9 on the 5th Mirth 122nd year of Ascendancy at 03:37 Killed by shadow claw at level 9 on the 5th Mirth 122nd year of Ascendancy at 15:03 Killed by shadow stalker at level 9 on the 6th Mirth 122nd year of Ascendancy at 22:47 Killed by shadow claw at level 9 on the 6th Mirth 122nd year of Ascendancy at 23:05 |
Primary Stats
Strength | 31 (base 26) |
Dexterity | 15 (base 10) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 28 (base 30) |
Cunning | 13 (base 10) |
Resources
Life | -3/249 |
Hate | 100/100 |
Healing Factor | 0.99918656821737 |
Regeneration | 24.72986756338 |
Speed
Mental | +38.797938089543% |
Attack | 0% |
Movement | +242.48711305964% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 40 |
Accuracy | 29 |
Crit Chance | 3% |
APR | 1 |
Speed | 0.72 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 22.4 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 24.64 (43%) |
Defense | 15.35 |
Ranged Defense | 17.35 |
Fatigue | 19 |
Physical Save | 21.4 |
Spell Save | 14 |
Mental Save | 20.525 |
Defense: Resistances
Acid | + 10%( 70%) |
Light | + 10%( 70%) |
Blight | + 10%( 70%) |
Darkness | + 10%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Silence Resistance | 28% |
Confusion Resistance | 15% |
Fear Resistance | 15% |
Knockback Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Class Talents
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Stalk |
beneficial effect | A flow of life spins around the target, regenerating 24.00 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target is poisoned, taking 46.70 nature damage per turn. Poisoned |
beneficial effect | The target is rampaging! (+242% movement speed, +39% attack speed, +12% physical damage, +6 physical save, +6 mental save, 0/16 damage shrugged off this turn) Rampaging |
beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 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 successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 |
Equipment
On feet | miner's pair of iron boots (0 def, 7 armour) miner's pair of iron boots (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | iron gauntlets of dexterity (+3) (0 def, 1 armour) iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Adimina (0 def, 3 armour) Adimina (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 Physical power: +6 Armour: +3 Fatigue: +5% Stamina each turn: +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 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 course 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 it stinks. |
On fingers | warrior's gold ring of arcana(+0.28/turn) warrior's gold ring of arcana(+0.28/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +28% Mana each turn: +0.28 Rings can have magical properties. |
Around neck | shielding copper amulet of constitution (+3) shielding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% light Blindness immunity: +22% Amulets can have magical properties. |
In main hand | Elotta (13.5-20.25 power, 1 apr) (Misfortune) Elotta (13.5-20.25 power, 1 apr) (Misfortune)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +4 blight Burst (radius 1) on hit: +4 acid When wielded/worn: Critical mult.: +5.00% Damage Shield penetration: +20% New effects duration reduction after a teleport: +10% Curse of Misfortune Massive two-handed maul. |
Main armor | Iron Mail of Bloodletting (2 def, 4 armour) (Misfortune) Iron Mail of Bloodletting (2 def, 4 armour) (Misfortune)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Curse of Misfortune It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Cloak | linen cloak (1 def, 0 armour) (Corpses) linen cloak (1 def, 0 armour) (Corpses)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Inventory
iron battleaxe (12-18 power, 1 apr) (Nightmares) iron battleaxe (12-18 power, 1 apr) (Nightmares)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
rough leather armour (1 def, 2 armour) (Shrouds) rough leather armour (1 def, 2 armour) (Shrouds)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Shrouds A suit of armour made of leather. |
rejuvenating iron plate armour of cold resistance (3 def, 7 armour) (Corpses) rejuvenating iron plate armour of cold resistance (3 def, 7 armour) (Corpses)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +15% cold Life regen: +0.50 Stamina each turn: +0.70 Curse of Corpses A suit of armour made of metal plates. |
spiked iron plate armour of acid resistance (3 def, 7 armour) (Shrouds) spiked iron plate armour of acid resistance (3 def, 7 armour) (Shrouds)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when the wearer is hit: 11 physical Changes resistances: +16% acid Curse of Shrouds A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Scrying Orb 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) 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. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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
By Mikah the Cornac Cursed level 9
6th Mirth 122nd year of Ascendancy at 22:47 see stats
Log
Mikah hits shadow stalker for 41 physical, 5 blight, 4 acid damage (total 48.07).
Mikah hits shadow stalker for 5 acid damage.
Shadow stalker hits Mikah for 11 nature damage.
Shadow stalker hits Mikah for 9 nature damage.
You fight through the pain! (+4 hate)
Shadow stalker hits Mikah for 47 nature damage.
Mikah misses shadow stalker.
Shadow claw uses Reproach.
Mikah resists the mind attack!
Shadow claw hits Mikah for 15 mind damage.
Talent Infusion: Regeneration is ready to use.
Your hatred grows even as your life fades! (+8 hate)
Shadow stalker hits Mikah for 47 nature damage.
Shadow stalker uses Fade.
Shadow stalker fades!
Shadow stalker uses Fade.
Shadow stalker fades!
Mikah hits shadow stalker for 0 physical, 0 blight, 0 acid damage (total 0.00).
Mikah hits shadow stalker for 0 acid damage.
Shadow stalker hits Mikah for 11 nature damage.
Shadow claw is no longer weakened.
Shadow claw uses Willful Strike.
Your hatred grows even as your life fades! (+4 hate)
Mikah begins rampaging!
Saving done.
Saving done.
Saving game...