Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 11 / 22% |
Size | medium |
Lifes / Deaths | Killed by thief at level 8 on the 78th Pyre 122nd year of Ascendancy at 18:06 0 / 5Killed by Betatha the cutpurse at level 8 on the 78th Pyre 122nd year of Ascendancy at 18:35 Killed by Lisemina the large brown snake at level 8 on the 78th Pyre 122nd year of Ascendancy at 19:30 Killed by Cyraba the great wolf at level 8 on the 2nd Summertide 122nd year of Ascendancy at 06:22 Killed by Xemira the thief at level 11 on the 3rd Summertide 122nd year of Ascendancy at 19:56 |
Primary Stats
Strength | 37 (base 32) |
Dexterity | 32 (base 32) |
Constitution | 32 (base 32) |
Magic | 32 (base 32) |
Willpower | 36 (base 32) |
Cunning | 47 (base 32) |
Resources
Mana | 360/360 |
Psi_feedback | 150/150 |
Life | -495/1241 |
Positive | 230/230 |
Souls | 20/20 |
Healing Factor | 1 |
Regeneration | 20.25 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +50% |
Spell | +200% |
Global | +150% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
Offense: Mainhand
Damage | 50 |
Accuracy | 44 |
Crit Chance | 12% |
APR | 82 |
Speed | 0.33 |
Offense: Spell
Spellpower | 40.666666666667 |
Crit Chance | 12% |
Speed | 0.33333333333333 |
Cooldown Reduction | 19.5 |
Offense: Mind
Mindpower | 45.333333333333 |
Crit Chance | 12% |
Speed | 0.33333333333333 |
Defense: Base
Armour (hardiness) | 88 (100%) |
Defense | 51.233333333333 |
Ranged Defense | 51.233333333333 |
Fatigue | 5 |
Physical Save | 73.5375 |
Spell Save | 73.45 |
Mental Save | 74.7625 |
Defense: Resistances
All | + 20%(100%) |
Defense: Immunities
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (33% 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. |
Class Talents
Spell / Grave | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Divination | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Animus Hoarder |
talent | Necrotic Aura |
detrimental effect | The target is on fire, taking 8.59 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | This character's flames are feeding the source, healing them for 3 per turn and giving them 2 vim. Devouring flames |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by hummerhorn. Escort: lost sun paladin (level 3 of Old Forest) | failed |
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 |
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 |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 44% (based on Cunning), costing 27 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
On hands | Sludgegrip (0 def, 0 armour) 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. |
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. |
On head | miner's hardened leather cap of strength (+5) (0 def, 5 armour) miner's hardened leather cap of strength (+5) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +5 Str Infravision radius: +2 A cap made of leather. |
In main hand | steel greatmaul of massacre (35-52.5 power, 2 apr) steel greatmaul of massacre (35-52.5 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Barorand the Duathelkill (12-15.6 power, 6 apr)Barorand the Duathelkill (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 temporal / +6 nature / +8 mind When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +6% mind Changes resistances penetration: +10% darkness Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)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 Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 11 power out of 20/20) : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Glaba the iron greatmaul (28-42 power, 1 apr) Glaba the iron greatmaul (28-42 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Maximum stamina: +15.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Mardenarihell the iron greatmaul (18.5-27.75 power, 3 apr)Mardenarihell the iron greatmaul (18.5-27.75 power, 3 apr) Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% acid / +6% light / +12% fire / +12% lightning / +12% cold Spell save: +9 (+2 eff.) Disarm immunity: +5% Maximum stamina: +10.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Umbramoon (25.5-38.25 power, 1 apr)Umbramoon (25.5-38.25 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 25.5 - 38.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +4 darkness When wielded/worn: Changes stats: +2 Wil Changes damage: +3% mind / +6% darkness Massive two-handed mauls. |
iron greatmaul (18.5-27.75 power, 1 apr) iron greatmaul (18.5-27.75 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
elm vilestaff (10-12 power, 2 apr, acid element) elm vilestaff (10-12 power, 2 apr, acid element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
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. |
This item will automatically be transmogrified when you leave the level. iron mail armour 'Durydehor' (2 def, 4 armour)iron mail armour 'Durydehor' (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +3% acid / +17% fire / +9% darkness / +3% nature A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour 'Lisutta' (12 def, 6 armour)cured leather armour 'Lisutta' (12 def, 6 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 6 lightning Damage (Ranged): 6 lightning Changes resistances: +15% lightning / +13% cold Spell save: +9 (+2 eff.) Disease immunity: +10% Teleport immunity: +5% See invisible: +6 A suit of armour made of leather. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 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 (3/3) Rod of Recall (3/3)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 110 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 old Sher'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. supercharged steel torque of thermal psionic shield [power 67] (17 cooldown)supercharged steel torque of thermal psionic shield [power 67] (17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 67 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Gegamira the Morbusthorn [power 181] (6 cooldown)Gegamira the Morbusthorn [power 181] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +1 Changes resistances penetration: +5% nature Critical mult.: +6.00% Maximum vim: +7.00 It can be used to fire a bolt of a random element (dam 90-181), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By qq the Cornac Necromancer level 9
2nd Summertide 122nd year of Ascendancy at 16:35 see stats
By qq the Cornac Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 01:56 see stats
By qq the Cornac Necromancer level 9
3rd Summertide 122nd year of Ascendancy at 01:53 see stats
By qq the Cornac Necromancer level 4
76th Pyre 122nd year of Ascendancy at 03:07 see stats
By qq the Cornac Necromancer level 2
74th Pyre 122nd year of Ascendancy at 11:51 see stats
Log
Xaneth the dredgling casts Channel Staff.
Xoreldawyn the midge swarm misses qq.
Xoreldawyn the midge swarm misses qq.
qq HEALS from lightning damage!
Xaneth the dredgling's Living Lightning hits qq for 22 lightning damage.
Xoreldawyn the midge swarm misses qq.
Xaneth the dredgling casts Channel Staff.
Create Minions is still on cooldown for 8 turns.
Create Minions is still on cooldown for 8 turns.
There is a damp cave here (press '' or right click to use).
Xoreldawyn the midge swarm misses qq.
Xoreldawyn the midge swarm misses qq.
qq HEALS from lightning damage!
Xaneth the dredgling's Living Lightning hits qq for 22 lightning damage.
You have found a trap (sliding rock)!
There is a ladder to worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Rogue uses Infusion: Wild.
Rogue lessens the pain.
Rogue deactivates Stealth.
Emeleselle the cutpurse uses Highborn's Bloom.
Belythra the thief casts Channel Staff.
Xemira the thief casts Draining Assault.
Qq is on fire!
Qq's is surrounded with an all-consuming flame!
Saving game...