lore-approved class/race the level 50 Whitehoof Necromancer by kallisti.dev

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.7.4
Addons
CampaignOrcs
ModeNightmare Adventure
SexFemale
RaceWhitehoof
ClassNecromancer
Level / Exp50 / 1009%
Sizemedium
Lifes / Deaths

Primary Stats

Strength26 (base 10)
Dexterity13 (base 10)
Constitution36 (base 29)
Magic109 (base 60)
Willpower67 (base 60)
Cunning72 (base 60)

Resources

Life1063/1063
Mana643/643
Steam60/100
Soul18/18
Healing Factor1.1979202340233
Regeneration5.0911609945989

Speed

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

Vision

Sight10
Lite3
ESP Range10
ESP Kindsundead

Offense: Mainhand

Damage70
Accuracy17
Crit Chance19%
APR19
Speed1.00

Offense: Spell

Spellpower85
Crit Chance58%
Speed1

Offense: Mind

Mindpower50
Crit Chance19%
Speed1

Offense: Damage Bonus

Acid+45%
Blight+20%
Arcane+15%
Cold+52%
All0%
Darkness+65%
Light+20%
Temporal+6%
Physical+34%
Fire+25%
Lightning+37%

Offense: Damage Penetration

Blight+10%
Darkness+39%
Cold+39%

Defense: Base

Armour (hardiness)94.723073231957 (96.438666929426%)
Defense26
Ranged Defense26
Fatigue26
Physical Save31
Spell Save47
Mental Save46

Defense: Resistances

Acid+ 48%( 70%)
Blight+ 34%( 70%)
Arcane+ 34%( 70%)
Cold+ 56%( 70%)
All+ 25%( 70%)
Lightning+ 66%( 70%)
Temporal+ 31%( 70%)
Physical+ 44%( 70%)
Fire+ 51%( 70%)
Darkness+ 36%( 70%)

Defense: Immunities

Stun Resistance99%
Confusion Resistance50%
Poison Resistance100%
Blind Resistance10%
Silence Resistance100%
Bleed Resistance100%
Teleport Resistance20%
Disarm Resistance81%
Pinning Resistance75%
Instadeath Resistance100%
Knockback Resistance72%

Inscriptions (4/4)

Runes
Runes
Runes
Runes

Class Talents

Spell / Glacial waste1.30
3/5
0/5
0/5
0/5
Spell / Master of flesh1.40
4/5
1/5
3/5
1/5
Spell / Nightfall1.60
0/5
0/5
0/5
0/5
Spell / Dreadmaster1.30
0/5
0/5
0/5
0/5
Spell / Death1.30
5/5
0/5
0/5
0/5
Spell / Grave1.30
4/5
1/5
0/5
0/5
Spell / Eradication1.30
3/5
3/5
1/5
1/5
Spell / Master of bones1.40
4/5
1/5
1/5
4/5
Spell / Animus1.30
5/5
1/5
3/5
4/5
Spell / Master necromancer1.40
5/5
4/5
1/5
3/5

Generic Talents

Technique / Combat training1.00
5/5
5/5
0/5
0/5
0/5
0/5
Steamtech / Physics1.00
1/5
1/5
2/5
0/5
Spell / Spectre1.30
3/5
1/5
1/5
1/5
Steamtech / Chemistry1.00
1/5
0/5
0/5
0/5
Technique / Conditioning1.00
1/5
3/5
0/5
0/5
Cunning / Survival1.00
0/5
2/5
1/5
0/5
Race / Whitehooves1.00
5/5
4/5
1/5
1/5
Spell / Necrosis1.40
5/5
1/5
5/5
0/5

Prodigies

1/1
1/1

Effects

talent
talent
talent
talent
talent
talent

Quests

done
done
done
done
done
done
done
done
done
done
done
done
done
done
done
done

Equipment

On feet
Light source
On head
Tool
On fingers
On fingers
Around waist
In main hand
On hands
Main armor
Cloak
Around neck

Inventory

WINNER!

Well done! You have won the Tales of Maj'Eyal: Embers of Rage!

You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.

The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.

For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.

Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.

You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...


Achievements

A Fistful of Gold (Nightmare (Adventure) difficulty) Buy an item from an AAA.
By lore-approved class/race the Whitehoof Necromancer level 44
8th Destruction 124th year of Ascendancy at 08:07
see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty) Destroyed the Sunwall Outpost to secure a way to the mainland.
By lore-approved class/race the Whitehoof Necromancer level 11
31st Retaking 124th year of Ascendancy at 18:54
see stats
Do not go gentle into that good night (Nightmare (Adventure) difficulty) Trapped John.
By lore-approved class/race the Whitehoof Necromancer level 45
11st Destruction 124th year of Ascendancy at 17:45
see stats
Exterminator (Nightmare (Adventure) difficulty) Killed 1000 creatures.
By lore-approved class/race the Whitehoof Necromancer level 29
13rd Pain 124th year of Ascendancy at 12:14
see stats
Level 10 (Nightmare (Adventure) difficulty) Got a character to level 10.
By lore-approved class/race the Whitehoof Necromancer level 10
20th Retaking 124th year of Ascendancy at 05:24
see stats
Level 20 (Nightmare (Adventure) difficulty) Got a character to level 20.
By lore-approved class/race the Whitehoof Necromancer level 20
26th Revenge 124th year of Ascendancy at 23:20
see stats
Level 30 (Nightmare (Adventure) difficulty) Got a character to level 30.
By lore-approved class/race the Whitehoof Necromancer level 30
21st Pain 124th year of Ascendancy at 10:22
see stats
Level 40 (Nightmare (Adventure) difficulty) Got a character to level 40.
By lore-approved class/race the Whitehoof Necromancer level 40
40th Dearth 124th year of Ascendancy at 09:23
see stats
Level 50 (Nightmare (Adventure) difficulty) Got a character to level 50.
By lore-approved class/race the Whitehoof Necromancer level 50
24th Destruction 124th year of Ascendancy at 13:59
see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty) The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.
By lore-approved class/race the Whitehoof Necromancer level 50
24th Destruction 124th year of Ascendancy at 14:12
see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty) Freed the remnants of the Prides from the Internment Camp.
By lore-approved class/race the Whitehoof Necromancer level 34
30th Pain 124th year of Ascendancy at 03:42
see stats
Size is everything (Nightmare (Adventure) difficulty) Did over 1500 damage in one attack.
By lore-approved class/race the Whitehoof Necromancer level 50
24th Destruction 124th year of Ascendancy at 18:30
see stats
Size matters (Nightmare (Adventure) difficulty) Did over 600 damage in one attack.
By lore-approved class/race the Whitehoof Necromancer level 26
2nd Pain 124th year of Ascendancy at 10:12
see stats
That was close (Nightmare (Adventure) difficulty) Killed your target while having only 1 life left.
By lore-approved class/race the Whitehoof Necromancer level 4
16th Retaking 124th year of Ascendancy at 13:26
see stats
The Dead God Rests (Nightmare (Adventure) difficulty) You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.
By lore-approved class/race the Whitehoof Necromancer level 50
32nd Destruction 124th year of Ascendancy at 03:45
see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty) Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.
By lore-approved class/race the Whitehoof Necromancer level 37
38th Dearth 124th year of Ascendancy at 00:17
see stats
The bigger the better! (Nightmare (Adventure) difficulty) Did over 3000 damage in one attack.
By lore-approved class/race the Whitehoof Necromancer level 50
24th Destruction 124th year of Ascendancy at 18:30
see stats
Treasure Hoarder (Nightmare (Adventure) difficulty) Amassed 3000 gold pieces.
By lore-approved class/race the Whitehoof Necromancer level 44
51st Loss 124th year of Ascendancy at 23:41
see stats
Treasure Hunter (Nightmare (Adventure) difficulty) Amassed 1000 gold pieces.
By lore-approved class/race the Whitehoof Necromancer level 27
3rd Pain 124th year of Ascendancy at 12:54
see stats

Log

Armoured skeleton warrior hits Amakthel's Eye for 0 physical, 0 blight, (4 to psi shield), 7 acid, (3 to psi shield), 5 nature (12 total damage).
Armoured skeleton warrior uses
Bone Armour.
A shield forms around armoured skeleton warrior.

Skeleton master archer performs a melee critical strike against Amakthel's Eye!
Lava floor hits Skeleton master archer for
(18 absorbed), 0 fire (0 total damage).
Bone horror hits Amakthel's Hand for 0 blight, 0 physical (0 total damage).
Skeleton master archer hits Amakthel's Eye for 0 physical damage.

You collect a new ingredient:
lump of voratun (1).
You gain 25.00 gold from the melting of
Liseth the Pyrecut (20/20, 56-67 power, 6 apr).
You gain 5.41 gold from the melting of
catburglar's drakeskin leather hat of dexterity (+15) (0 def, 5 armour).
You collect a new ingredient:
lump of voratun (1).
You gain 11.73 gold from the melting of
invigorating pair of voratun boots of tirelessness (0 def, 5 armour).
You gain 7.45 gold from the melting of
noble's drakeskin leather belt of the vagrant.
You gain 25.00 gold from the melting of
Blastbrand.
You gain 0.73 gold from the melting of
manasurge rune (regen 1589% over 10 turns; mana 79; cd 12).
There is a ladder to the next level 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.

The rod emits a strange noise, glows briefly and returns to normal.

Resting starts...

Your summoned armoured skeleton warrior disappears.
Your summoned armoured skeleton warrior disappears.
The shield around armoured skeleton warrior crumbles.

The shield around eternal bone giant crumbles.

The shield around skeleton master archer crumbles.

The shield around armoured skeleton warrior crumbles.

The shield around armoured skeleton warrior crumbles.

Rested for 22 turns (stop reason: all resources and life at maximum).