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 | Female |
| Race | Higher |
| Class | Cursed |
| Level / Exp | 7 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by forest troll at level 1 on the 74th Pyre 122nd year of Ascendancy at 16:26 0 / 5Killed by skeleton mage at level 6 on the 79th Pyre 122nd year of Ascendancy at 11:14 Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 03:44 Killed by skeleton mage at level 7 on the 1st Mirth 122nd year of Ascendancy at 20:02 Killed by The Shade at level 7 on the 2nd Mirth 122nd year of Ascendancy at 21:50 |
Primary Stats
| Strength | 28 (base 25) |
| Dexterity | 15 (base 11) |
| Constitution | 16 (base 13) |
| Magic | 14 (base 10) |
| Willpower | 22 (base 21) |
| Cunning | 10 (base 10) |
Resources
| Life | -50/229 |
| Hate | 100/100 |
| Healing Factor | 0.96776281376494 |
| Regeneration | 16.306803411939 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 31 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.7 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Temporal | +8% |
| Nature | +3% |
Defense: Base
| Armour (hardiness) | 28.92 (69%) |
| Defense | 25.375 |
| Ranged Defense | 25.375 |
| Fatigue | 23 |
| Physical Save | 20.6375 |
| Spell Save | 18.475 |
| Mental Save | 12.075 |
Defense: Resistances
| Mind | + 12%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 26%( 70%) |
| Darkness | + 22%( 70%) |
| Physical | + 17%( 72%) |
| Cold | + 29%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
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: 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 15% for 5 turns. Its effects scale with your Cunning stat. |
| 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 155 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 2/5 |
| 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 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% 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. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Stalking The Shade. Bonus level 1: +4 attack, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 557/674 +1 |
| 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 | A flow of life spins around the target, regenerating 16.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 15%. Pain Suppression |
Quests
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
Equipment
| 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 hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Around neck | copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
| Main armor | steel plate armour 'Gorewhisper' (4 def, 15 armour) (Madness) steel plate armour 'Gorewhisper' (4 def, 15 armour) (Madness)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 Fatigue: +22% Changes resistances: +17% cold Changes damage: +3% nature Life regen: +0.60 Stamina each turn: +0.70 Mindpower: +4 Curse of Madness A suit of armour made of metal plates. |
| Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
| Light source | guard's brass lantern of the zealot guard's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Spell save: +5 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 | grounding rough leather cap of constitution (+3) (0 def, 1 armour) (Misfortune) grounding rough leather cap of constitution (+3) (0 def, 1 armour) (Misfortune)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
| In main hand | Bethetira (27.5-41.25 power, 2 apr) (Nightmares) Bethetira (27.5-41.25 power, 2 apr) (Nightmares)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +18 Armour: +2 Defense: +18 Changes stats: +2 Wil Changes resistances: +6% light Psi when hit: +0.04 Curse of Nightmares Massive two-handed battleaxes. |
Inventory
This item will automatically be transmogrified when you leave the level. hateful iron greatsword (12-19.2 power, 1 apr) (Nightmares)hateful iron greatsword (12-19.2 power, 1 apr) (Nightmares) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 12.0 - 19.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 darkness Damage against: +6% Humanoid Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots (0 def, 1 armour)grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Grinedrakhad (0 def, 1 armour)Grinedrakhad (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +6% arcane / +3% blight Mana when firing critical spell: +1.00 Spellpower: +4 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Nerawyn (1 def, 2 armour) (Nightmares)Nerawyn (1 def, 2 armour) (Nightmares) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +1% physical / +9% acid Changes resistances penetration: +5% arcane Confusion immunity: +5% Defense after a teleport: +5 Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather armour (1 def, 2 armour) (Misfortune)prismatic rough leather armour (1 def, 2 armour) (Misfortune) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +11% darkness / +11% light Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. iron shield (4 def, 2 armour, 19.5 block)iron shield (4 def, 2 armour, 19.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
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. |
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. |
2 spinel 2 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. |
zircon 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
Log
Your hatred grows even as your life fades! (+28 hate)
The Shade hits illandra for 135 arcane damage.
The Shade hits illandra for 8 physical damage.
Illandra hits The Shade for 35 physical damage.
The Shade hits illandra for 6 darkness damage.
Illandra uses Gift of the Highborn.
Illandra starts regenerating health quickly.
Illandra uses Infusion: Wild.
Illandra lessens the pain.
Illandra uses Dominate.
The Shade has been dominated!
The Shade is being stalked by illandra!
The Shade hits illandra for 7 physical damage.
Illandra hits The Shade for 44 physical damage.
The Shade casts Tidal Wave.
The Shade hits illandra for 7 physical damage.
Illandra hits The Shade for 40 physical damage.
Illandra is knocked back!
The Shade hits illandra for 8 cold, 9 physical damage (total 15.59).
Illandra is knocked back!
The Shade hits illandra for 8 cold, 9 physical damage (total 15.59).
The Shade casts Freeze.
Your hatred grows even as your life fades! (+16 hate)
Saving done.
Saving done.
Saving game...
