









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 13 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinanor the rattlesnake at level 13 on the 12nd Dusk 122nd year of Ascendancy at 19:49 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 22 (base 13) |
| Magic | 48 (base 39) |
| Willpower | 29 (base 25) |
| Cunning | 27 (base 11) |
Resources
| Life | -286/318 |
| Mana | 199/221 |
| Soul | 10/10 |
| Healing Factor | 0.85425420168067 |
| Regeneration | 36.741473214286 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -50% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 9.5196648140345 |
| See Invisible | 31.125417581115 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 6 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 18% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 6% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Lightning | +3% |
| Nature | +10% |
| Arcane | +11% |
| Darkness | +35% |
| All | +0% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 2 |
| Physical Save | 24 |
| Spell Save | 26 |
| Mental Save | 22 |
Defense: Resistances
| Darkness | 43%( 70%) |
| Temporal | 19%( 70%) |
| Nature | 32%( 70%) |
| Lightning | 19%( 70%) |
| Mind | 24%( 70%) |
| All | 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
| Poison Resistance | 20% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Keen Senses |
| talent | Necrotic Aura |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 2.71 nature damage per turn and decreasing all heals received by 24%. Insidious Poison |
| beneficial effect | A flow of life spins around the target, regenerating 42.76 life per turn. Regeneration |
| detrimental effect | The target is poisoned, taking 28.10 nature damage per turn. Poison |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: lost anorithil (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITELIGHT_GREEN039;ve found the needed green worm. The Brotherhood of Alchemists* You& | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Shadeoozer the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances: +18% darkness Changes damage: +3% lightning Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | rough leather cap &039; (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 acid Changes stats: +6 Cun / +1 Con Changes resistances: +6% lightning / +6% temporal See invisible: +9 A cap made of leather. |
| Tool | iron pickaxe &039; (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Mag / +2 Con Changes resistances: +11% nature Changes resistances penetration: +15% light Changes damage: +5% nature Grants telepathy: Demon/Minor Demon/Major When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | pixie&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Disarm immunity: +28% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +32.00 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
| Around waist | blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Stealth bonus: +6 Physical save: +6 (+3 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In main hand | potent yew vilestaff of projection (24-28.8 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% darkness Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +6% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 8.86 to 10.63 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Main armor | shimmering linen robe of darkness (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% darkness Changes damage: +11% arcane / +11% darkness Maximum mana: +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying 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: +12% mind Confusion immunity: +23% Amulets can have magical properties. |
Inventory
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)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 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. |
This item will automatically be transmogrified when you leave the level.Vorymirin [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +9% blight Spell save: +3 (+1 eff.) Cut immunity: +25% Disarm immunity: +10% Confusion immunity: +10% Pinning immunity: +5% It can be used to reveal the area around you, dispelling darkness (radius 10, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skullomancer the Cornac Necromancer level 10
10th Mirth 122nd year of Ascendancy at 22:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Skullomancer the Cornac Necromancer level 10
10th Mirth 122nd year of Ascendancy at 22:21 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Skullomancer the Cornac Necromancer level 8
3rd Mirth 122nd year of Ascendancy at 08:17 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Skullomancer the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 10:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Skullomancer the Cornac Necromancer level 13
10th Dusk 122nd year of Ascendancy at 19:34 see stats
Log
Skullomancer hits Eilinanor the rattlesnake for 1 lightning, 5 acid, 1 lightning, 5 acid (12 total damage).
Burning from Skeleton mage hits Eilinanor the rattlesnake for 25 fire damage.
Eilinanor the rattlesnake bites poison into Skullomancer.
Eilinanor the rattlesnake performs a melee critical strike against Skullomancer!
Skullomancer is poisoned!
Eilinanor the rattlesnake hits Skullomancer for 19 nature damage.
Skullomancer hits Eilinanor the rattlesnake for 1 lightning, 5 acid (6 total damage).
Poison from Eilinanor the rattlesnake hits Skullomancer for 19 nature damage.
Insidious Poison from Eilinanor the rattlesnake hits Skullomancer for 2 nature damage.
Burning from Skeleton mage hits Eilinanor the rattlesnake for 25 fire damage.
Skullomancer casts Rune: Shielding.
A shield forms around Skullomancer.
Skullomancer uses Infusion: Wild.
Skullomancer is no longer poisoned.
Skullomancer is cured!
Skullomancer lessens the pain.
Skullomancer uses Infusion: Regeneration.
Skullomancer starts regenerating health quickly.
Skeleton mage misses Eilinanor the rattlesnake.
Eilinanor the rattlesnake performs a melee critical strike against Skullomancer!
Skullomancer is poisoned!
Eilinanor the rattlesnake hits Skullomancer for (53 absorbed), 0 physical, (91 absorbed), 0 physical, (2 absorbed), 0 nature (0 total damage).
Skullomancer hits Eilinanor the rattlesnake for 2 lightning, 5 acid, 2 lightning, 5 acid (14 total damage).
Poison from Eilinanor the rattlesnake hits Skullomancer for (16 absorbed), 0 nature (0 total damage).
Insidious Poison from Eilinanor the rattlesnake hits Skullomancer for (2 absorbed), 0 nature (0 total damage).
Eilinanor the rattlesnake performs a melee critical strike against Skullomancer!
Your shield crumbles under the damage!
The shield around Skullomancer crumbles.
Saving game...
















































