h the level 7 Cornac Necromancer by hveim

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.5.5
Addons
CampaignMaj'Eyal
ModeInsane Roguelike
SexMale
RaceCornac
ClassNecromancer
Level / Exp7 / 9%
Sizebig
Lifes / Deaths

Primary Stats

Strength15 (base 10)
Dexterity10 (base 10)
Constitution16 (base 10)
Magic15 (base 15)
Willpower16 (base 13)
Cunning12 (base 12)

Resources

Life141/165
Mana158/172
Soul10/10
Healing Factor1.0483870967742
Regeneration0.26209677419355

Speed

Mental0%
Attack0%
Movement0%
Spell0%
Global+100%

Vision

Sight10
Lite2
Infravision4
See Stealth14.618345680223
See Invisible14.618345680223

Offense: Mainhand

Damage9
Accuracy4
Crit Chance3%
APR2
Speed1.00

Offense: Spell

Spellpower18
Crit Chance3%
Speed1

Offense: Mind

Mindpower16
Crit Chance2%
Speed1

Offense: Damage Bonus

Blight+6%
Acid+10%
Physical+5%

Defense: Base

Armour (hardiness)3 (30%)
Defense4
Ranged Defense8
Fatigue3
Physical Save10
Spell Save10
Mental Save9

Defense: Resistances

Temporal+ 7%( 70%)
Lightning+ 9%( 70%)

Defense: Immunities

Instadeath Resistance100%

Inscriptions (3/3)

Infusions
Infusions
Infusions

Class Talents

Spell / Grave1.30
0/5
0/5
0/5
0/5
Spell / Animus1.30
0/5
0/5
0/5
0/5
Spell / Nightfall1.30
0/5
0/5
0/5
0/5
Spell / Necrosis1.30
0/5
0/5
0/5
0/5
Spell / Necrotic minions1.30
0/5
0/5
0/5
0/5

Generic Talents

Spell / Divination1.20
0/5
0/5
0/5
0/5
Spell / Conveyance1.20
0/5
0/5
0/5
0/5
Cunning / Survival0.90
1/5
0/5
0/5
0/5

Effects

Quests

active

Equipment

On feet
Light source
Main armor
In main hand

Inventory

Achievements

Log

Talent Dig is ready to use.

Bought:
movement infusion (379% speed; 5 turns) for 51.42 gold.

You have no more inscription slots.

You are now inscribed with Infusion: Movement.


Resting starts...

Talent Infusion: Movement is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).


There is an exit to the worldmap here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).


H wears:
Smearwreck the pair of hardened leather boots (4 def, 3 armour).

You gain 9.44 gold from the transmogrification of
cashmere wizard hat 'Lustreblight' (2 def, 0 armour).
You gain 2.08 gold from the transmogrification of
umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour).
You gain 1.80 gold from the transmogrification of
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour).
You gain 1.52 gold from the transmogrification of
grounding pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour).
You gain 4.21 gold from the transmogrification of
miner's pair of hardened leather boots of tirelessness (0 def, 7 armour).
You gain 2.08 gold from the transmogrification of
spiked steel mail armour of stability (2 def, 6 armour).
You gain 4.85 gold from the transmogrification of
rejuvenating rough leather armour (1 def, 2 armour).
You gain 1.92 gold from the transmogrification of
dwarven-steel dagger of erosion (20-26 power, 7 apr).
You gain 2.23 gold from the transmogrification of
dwarven-steel waraxe of erosion (17-23.8 power, 4 apr).
You gain 3.80 gold from the transmogrification of
arcing dwarven-steel waraxe of vileness (22.5-31.5 power, 4 apr).
You gain 3.60 gold from the transmogrification of
balanced steel greatsword (23.5-37.6 power, 2 apr).
You gain 2.00 gold from the transmogrification of
phase door rune (range 8; power 22; dur 5).
There is a Passageway into the Trollmire here (press '' or right click to use).
You feel very confident walking into this place.