Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 10 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 13:53 0 / 5Killed by skeleton mage at level 5 on the 78th Pyre 122nd year of Ascendancy at 16:15 Killed by Lisymille the grey mold at level 6 on the 79th Pyre 122nd year of Ascendancy at 23:18 Killed by The Shade at level 7 on the 3rd Summertide 122nd year of Ascendancy at 15:13 Killed by Gobo the dwarf at level 10 on the 49th Haze 122nd year of Ascendancy at 19:07 |
Primary Stats
| Strength | 28 (base 28) |
| Dexterity | 10 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 28) |
| Cunning | 10 (base 10) |
Resources
| Life | -18/313 |
| Hate | 48/100 |
| Healing Factor | 0.60531583701503 |
| Regeneration | 7.4151190034341 |
Speed
| Mental | +37.467786745468% |
| Attack | 0% |
| Movement | +234.44663431036% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 25 |
| Crit Chance | 7% |
| APR | 11 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | -22% |
Defense: Base
| Armour (hardiness) | 27.19 (73.452380952381%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 21 |
| Physical Save | 29 |
| Spell Save | 12 |
| Mental Save | 22 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 10% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.11 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| 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 | The target has been weakened, reducing all damage inflicted by 23%. Weakened |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| detrimental effect | Frozen |
| detrimental effect | The target is on fire, taking 24.98 fire damage per turn. Burning |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 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 | Cursed Wound |
| beneficial effect | The target is rampaging! (+234% movement speed, +37% attack speed, +26% physical damage, +12 physical save, +12 mental save, 15/15 damage shrugged off this turn) Rampaging |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lone alchemist from death by hornet swarm. Escort: lone alchemist (level 3 of Trollmire) | failed |
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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
Various alchemists around Maj&WHITESLATE039;Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.&WHITESLATE039;Needed: one hummerhorn wing. If you&039;re like wasps, only gigantic and lethal.&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.& The Brotherhood of Alchemists | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | blood-soaked pair of iron boots of uncanny dodging (2 def, 3 armour) blood-soaked pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+2 eff.) Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | iron helm &039; (0 def, 3 armour) iron helm &039; (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Con Changes resistances: +3% lightning / +3% cold / +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Around waist | nightruned rough leather belt of recklessness nightruned rough leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+2 eff.) Changes resistances: +6% light / +5% darkness Critical mult.: +5.00% A belt that goes around your waist. |
| Main armor | impenetrable steel mail armour of cold resistance (Corpses) (2 def, 12 armour) impenetrable steel mail armour of cold resistance (Corpses) (2 def, 12 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +17% cold Curse of Corpses A suit of armour made of mail. |
| In main hand | Bill& Bill&Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Corpses It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target&ANTIQUE_WHITE |
| Light source | survivor& survivor&Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +44.00 Light radius: +2 Healing mod.: +10% 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 | enveloping linen cloak (Madness) (7 def, 0 armour) enveloping linen cloak (Madness) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+0 eff.) Physical save: +5 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of mastery (0.11 Cursed / Cursed aura) steel amulet of mastery (0.11 Cursed / Cursed aura)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.11 Cursed / Cursed aura Amulets can have magical properties. |
Inventory
balanced steel greatsword of massacre (Shrouds) (35.5-56.8 power, 2 apr) balanced steel greatsword of massacre (Shrouds) (35.5-56.8 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.5 - 56.8 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% When wielded/worn: Accuracy: +13 (+7 eff.) Defense: +7 (+0 eff.) Disarm immunity: +29% Curse of Shrouds Massive two-handed swords. |
voratun longsword of purging (Madness) (42.5-59.5 power, 6 apr) voratun longsword of purging (Madness) (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature Curse of Madness Sharp, long, and deadly. |
hateful steel mace of projection (Shrouds) (13-18.2 power, 3 apr) hateful steel mace of projection (Shrouds) (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 mind / +5 darkness Damage against: +6% Living Curse of Shrouds It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
mossy mindstar &039; (Misfortune) (6.5-7.15 power, 12 apr, mind damage) mossy mindstar &039; (Misfortune) (6.5-7.15 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 6.5 - 7.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +3% mind / +2% darkness Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
River& River&Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+10 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Nightmares It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 2.68 cold damage and 3.62 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
corrosive iron shield of radiance (4 def, 2 armour, 16 block) corrosive iron shield of radiance (4 def, 2 armour, 16 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+0 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Effects when hit in melee: * 14% chance to blind * 11% chance to corrode armour Changes stats: +4 Con / +1 Mag Changes resistances: +11% acid / +10% light Talent granted: +1 Block Handheld deflection devices. |
woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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 after 40 turns, 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. |
supercharged iron torque of thermal psionic shield [power 33] (26 cooldown) supercharged iron torque of thermal psionic shield [power 33] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 33 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grinm the Cornac Cursed level 9
8th Dusk 122nd year of Ascendancy at 08:04 see stats
Level 10
Got a character to level 10.By Grinm the Cornac Cursed level 10
66th Dusk 122nd year of Ascendancy at 06:29 see stats
The secret city
Discovered the truth about mages.By Grinm the Cornac Cursed level 9
63rd Dusk 122nd year of Ascendancy at 05:08 see stats
Log
Grinm has shrugged off 15 damage and is ready for more.
Gobo the dwarf moves reluctantly!
Talent Infusion: Healing is ready to use.
Grinm hits Araberri the shalore for 46 physical, (46 total damage).
Burning from Cyamien the shalore hits Grinm for 24 fire damage.
An elite foe has fallen to your hate! (+8 hate)
Araberri the shalore is no longer being stalked by Grinm.
Gobo the dwarf uses Ice Claw.
Your hatred grows even as your life fades! (+4 hate)
Grinm is encased in ice!
Grinm resists the mind attack!
Grinm hits Araberri the shalore for 76 physical damage.
Gobo the dwarf hits Grinm for 21 cold, 0 arcane, (1 to ice), 2 mind (24 total damage).
Grinm killed Araberri the shalore!
Cyamien the shalore uses Telekinetic Smash.
Cyamien the shalore hits Grinm for (1 to ice), 2 physical, , (4 to ice), 7 physical, (2 to ice), 3 physical, , (4 to ice), 7 physical (21 total damage).
Cyamien the shalore&fbd578LASTSTEEL_BLUELASTaaaaaaLAST, (4 to ice), 7 physical (10 total damage).
Grinm has shrugged off 15 damage and is ready for more.
Burning from Cyamien the shalore hits Grinm for (9 to ice), 14 fire (15 total damage).
Grinm hits Grinm for damage.
Grinm hits Iceblock for 40 physical damage.
Gobo the dwarf&LASTLAST039;s Beyond the Flesh misses Grinm.
Cyamien the shalore hits Grinm for 0 physical, , 0 physical (0 total damage).
Gobo the dwarf psionically attacks Grinm with his steel battleaxe!
Your hatred grows even as your life fades! (+4 hate)
Saving game...
