Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.4 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 8 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Kabranronosi the shalore at level 8 on the 4th Dusk 122nd year of Ascendancy at 10:21 2 / 3Killed by Kabranronosi the shalore at level 8 on the 4th Dusk 122nd year of Ascendancy at 10:53 Killed by Abe Froman at level 8 on the 4th Dusk 122nd year of Ascendancy at 10:58 |
Primary Stats
| Strength | 37 (base 32) |
| Dexterity | 15 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 19 (base 21) |
| Cunning | 12 (base 10) |
Resources
| Life | 264/264 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.1030366856123 |
| Regeneration | 0.27575917140307 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 20 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.1 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| All | -8% |
Defense: Base
| Armour (hardiness) | 18.73 (48.103448275862%) |
| Defense | 6.55 |
| Ranged Defense | 6.55 |
| Fatigue | 19 |
| Physical Save | 20.9875 |
| Spell Save | 10.675 |
| Mental Save | 10.325 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% 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 | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 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 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 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 enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 8%). Shroud of Weakness |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Escort: injured seer (level 3 of Trollmire) | 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&LIGHT_GREENWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
Various alchemists around Maj&WHITESLATE039;Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won&039; The Brotherhood of Alchemists* &039; * &039;t worry if it dissolves. Just don&039; | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | miner& miner&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Infravision radius: +1 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| On fingers | rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Rings can have magical properties. |
| Around waist | rough leather belt of unlife (Shrouds) rough leather belt of unlife (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
| Main armor | iron mail armour (2 def, 4 armour) (Madness) iron mail armour (2 def, 4 armour) (Madness)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Curse of Madness A suit of armour made of mail. |
| On hands | storm rough leather gloves of strength (+2) (0 def, 1 armour) (Madness) storm rough leather gloves of strength (+2) (0 def, 1 armour) (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Str Changes resistances: +6% lightning Changes damage: +3% lightning Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | survivor& survivor&Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Maximum life: +40.00 Light radius: +2 Healing mod.: +11% 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 | miner& miner&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +2 Dex Infravision radius: +1 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| In main hand | acidic steel greatsword of daylight (24.5-39.2 power, 2 apr) (Nightmares) acidic steel greatsword of daylight (24.5-39.2 power, 2 apr) (Nightmares)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +10 light Damage against: +9% Undead Curse of Nightmares Massive two-handed swords. |
Inventory
This item will automatically be transmogrified when you leave the level. flaming iron dagger (9.5-12.35 power, 5 apr) (Misfortune)flaming iron dagger (9.5-12.35 power, 5 apr) (Misfortune) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. manaburning iron dagger of erosion (9.5-12.35 power, 5 apr) (Madness)manaburning iron dagger of erosion (9.5-12.35 power, 5 apr) (Madness) Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9 arcane resource burn Damage (Melee): +5 temporal / +5 nature Curse of Madness Sharp, short and deadly. |
Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle (Misfortune) Mighty Girdle (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Misfortune 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. |
This item will automatically be transmogrified when you leave the level. cleansing rough leather cap of dexterity (+3) (0 def, 1 armour) (Corpses)cleansing rough leather cap of dexterity (+3) (0 def, 1 armour) (Corpses) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +5% nature / +5% blight Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding linen wizard hat of corrosion (+6%) (1 def, 0 armour) (Nightmares)grounding linen wizard hat of corrosion (+6%) (1 def, 0 armour) (Nightmares) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% lightning / +6% temporal / +15% acid Changes damage: +10% acid Curse of Nightmares A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of temporal resistance (2 def, 4 armour) (Misfortune)spiked cured leather armour of temporal resistance (2 def, 4 armour) (Misfortune) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 10 physical Changes resistances: +16% temporal Curse of Misfortune 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. |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Achievements
The Arena
Unlocked Arena mode.By Abe Froman the Cornac Cursed level 8
5th Mirth 122nd year of Ascendancy at 21:53 see stats
Log
Kabranronosi the shalore&fbd578LASTaaaaaaLASTLIGHT_GREENLASTLIGHT_STEEL_BLUELASTLASTLASTLASTLAST039;s Shoot hits Abe Froman for 4 physical, 5 nature, 5 temporal (15 total damage).
Talent Frenzy is ready to use.
Talent Earth&LASTTalent Infusion: Regeneration is ready to use.
Abe Froman feels pain again.
Kabranronosi the shalore&fbd578LASTaaaaaaLASTLIGHT_GREENLASTLIGHT_STEEL_BLUELASTLASTLASTLAST039;s Shoot hits Abe Froman for 5 physical, 6 nature, 6 temporal (17 total damage).
Kabranronosi the shalore shoots!
Kabranronosi the shalore&fbd578LASTaaaaaaLASTLIGHT_GREENLASTLIGHT_STEEL_BLUELASTLAST039;s Shoot hits Abe Froman for 6 physical damage.
Abe Froman the level 8 cornac cursed was raked to death by Kabranronosi the shalore on level 1 of Ambush!.
You have 2 life(s) left.
Abe Froman stops regenerating health quickly.
Abe Froman deactivates Gloom.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Kabranronosi the shalore&fbd578LAST
Saving done.
An elite foe has fallen to your hate! (+8 hate)
Abe Froman&
