Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 5 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Madness Crs at level 5 on the 79th Pyre 122nd year of Ascendancy at 12:18 / 1 |
Primary Stats
| Strength | 15 (base 15) |
| Dexterity | 10 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 14) |
| Cunning | 10 (base 10) |
Resources
| Life | -15/157 |
| Hate | 94/100 |
| Healing Factor | 0.85416230890964 |
| Regeneration | 0.21354057722741 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 17 |
| Crit Chance | 4% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12.4 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 1 |
| Ranged Defense | 1 |
| Fatigue | 6 |
| Physical Save | 8.75 |
| Spell Save | 7.7 |
| Mental Save | 7.7 |
Defense: Resistances
| Mind | -3%( 70%) |
Defense: Immunities
| Confusion Resistance | 0% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 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 / 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 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 35%) Suffocating |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| 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. |
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
| In main hand | iron battleaxe (8-12 power, 1 apr) (Madness) iron battleaxe (8-12 power, 1 apr) (Madness)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 8.0 - 12.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Madness Massive two-handed battleaxes. |
Inventory
This item will automatically be transmogrified when you leave the level. wyrm's thorny mindstar of balance (9-9.9 power, 24 apr, nature damage) (Misfortune)wyrm's thorny mindstar of balance (9-9.9 power, 24 apr, nature damage) (Misfortune) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical / 3 fire / 5 cold / 3 lightning / 7 acid Changes resistances: +4% physical / +6% fire / +5% cold / +6% lightning / +7% acid Physical save: +5 Spell save: +5 Mental save: +4 Equilibrium when hit: +0.50 Mindpower: +3 Mental crit. chance: +3% Curse of Misfortune It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elm starstaff (15-18 power, 2 apr, darkness damage) (Madness)magewarrior's short elm starstaff (15-18 power, 2 apr, darkness damage) (Madness) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 Physical crit. chance: +6.0% Physical power: +7 Damage when the wearer hits(melee): 11 silence Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 Spell crit. chance: +7% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe (21.5-30.1 power, 4 apr) (Madness)arcing dwarven-steel waraxe (21.5-30.1 power, 4 apr) (Madness) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +11 lightning Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)grounding pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% lightning / +7% temporal Stamina each turn: +0.60 Maximum stamina: +28.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap 'Falorek' (0 def, 5 armour)drakeskin leather cap 'Falorek' (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +16 Dex / +4 Wil / +5 Cun / +2 Con Damage when the wearer hits(melee): 2 physical Changes resistances: +25% darkness Physical save: +12 Maximum life: +20.00 Mindpower: +5 Infravision radius: +8 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. radiant rough leather armour (1 def, 2 armour)radiant rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes stats: +2 Wil Damage when the wearer is hit: 5 light Changes resistances: +13% darkness / +13% blight Light radius: +2 A suit of armour made of leather. |
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. |
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 old Sher'tul places of power, any items dropped inside is 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. |
This item will automatically be transmogrified when you leave the level. overpowered elm wand of illumination [power 7] (8 cooldown)overpowered elm wand of illumination [power 7] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to light the area (rad 7), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Welcome to level 2 [Madness Crs].
Madness Crs has 6 stat point(s), 3 class talent point(s), 2 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Welcome to level 3 [Madness Crs].
Madness Crs has 8 stat point(s), 4 class talent point(s), 3 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Welcome to level 4 [Madness Crs].
Madness Crs has 10 stat point(s), 5 class talent point(s), 4 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Welcome to level 5 [Madness Crs].
Madness Crs has 13 stat point(s), 7 class talent point(s), 4 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Madness Crs picks up (a.): wyrm's thorny mindstar of balance (9-9.9 power, 24 apr, nature damage).
Madness Crs picks up (b.): arcing dwarven-steel waraxe (21.5-30.1 power, 4 apr).
Madness Crs picks up (c.): radiant rough leather armour (1 def, 2 armour).
Madness Crs picks up (c.): drakeskin leather cap 'Falorek' (0 def, 5 armour).
Madness Crs picks up (g.): overpowered elm wand of illumination [power 7] (8 cooldown).
Madness Crs picks up (b.): magewarrior's short elm starstaff (15-18 power, 2 apr, darkness damage).
Madness Crs picks up (d.): grounding pair of hardened leather boots of tirelessness (0 def, 3 armour).
Madness Crs starts suffocating to death!
Madness Crs is suffocating.
You fight through the pain! (+4 hate)
You fight through the pain! (+7 hate)
You fight through the pain! (+10 hate)
Your hatred grows even as your life fades! (+16 hate)
Saving game...
