Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 14 / 67% |
Size | medium |
Lifes / Deaths | Killed by Mortain at level 14 on the 1st Dusk 122nd year of Ascendancy at 20:41 / 2Killed by Walrog at level 14 on the 2nd Dusk 122nd year of Ascendancy at 04:03 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 14 (base 10) |
Magic | 67 (base 40) |
Willpower | 53 (base 30) |
Cunning | 26 (base 11) |
Resources
Life | -386/44 |
Mana | 279/462 |
Soul | 0/12 |
Healing Factor | 1.1672895330003 |
Regeneration | 2.3929435426507 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
Offense: Mainhand
Damage | 22 |
Accuracy | 5 |
Crit Chance | 11% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Nature | +11% |
Mind | +15% |
Cold | +17% |
All | +6% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 7 |
Spell Save | 37 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 28%( 70%) |
Nature | + 28%( 70%) |
Fire | + 30%( 70%) |
Cold | + 33%( 70%) |
All | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 / Master of bones | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * 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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
Equipment
On feet | Sileyanor (0 def, 3 armour) Sileyanor (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Dmg.mod +9% mind ----- def ----- Armour +3 Resists +9% lightning ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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 | shielding linen wizard hat of frost (+16%) (1 def, 0 armour) shielding linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+1 eff.) Resists +16% cold Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | elm wand of shielding [power 116] (17 cooldown) elm wand of shielding [power 116] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | solipsist's steel ring solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
Around waist | Camegorn the hardened leather belt Camegorn the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Wil +5 Cun +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Against +15% Summoned ----- def ----- Resists +12% fire D.Red.from +18% Summoned Mind.save +10 (+5 eff.) HP.reg +0.80 Heal.mod +13% Knockbk- +20% A belt that goes around your waist. |
In main hand | blighted ash bonestaff of wizardry (15-18 power, 3 apr, darkness element) blighted ash bonestaff of wizardry (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness ---------- misc Vim/s.crit +1.00 Max.mana +16.00 Max.vim +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | Rags of the Sanctuary of power (0 def, 0 armour) Rags of the Sanctuary of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet of magic (+3) restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Inventory
hardened leather sling hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff (15-18 power, 3 apr, blight element) ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
Morbusstreak (19/19, 24-33 power, 7 apr) Morbusstreak (19/19, 24-33 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Rare] Nature Power 23.5 - 32.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +23 nature On Hit.r1 +20 nature On Crit.r2 +16 mind On Hit: * 20% chance to slow global speed by 53% Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
131 alchemist agate 131 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mortain the Shalore Necromancer level 10
3rd Flare 122nd year of Ascendancy at 07:22 see stats
By Mortain the Shalore Necromancer level 5
77th Pyre 122nd year of Ascendancy at 00:17 see stats
By Mortain the Shalore Necromancer level 12
9th Flare 122nd year of Ascendancy at 22:50 see stats
By Mortain the Shalore Necromancer level 14
1st Dusk 122nd year of Ascendancy at 20:41 see stats
Log
Burning from Walrog hits Mortain for 9 fire damage.
Mortain activates Putrescent Liquefaction.
Burning from Walrog hits Ghoulking for 13 fire damage.
Burning from Walrog hits Ghast for 13 fire damage.
Burning from Walrog hits Ghast for 13 fire damage.
Walrog HEALS from cold damage!
Mortain's putrescent liquefaction area effect hits Walrog for 10 cold, 5 healing, 21 darkness (31 total damage) [5 healing].
Walrog stops bleeding.
Walrog casts Tidal Wave.
A wave of icy water erupts from the ground!
Walrog is afflicted by a decrepitude disease!
Walrog HEALS from cold damage!
Ghast hits Walrog for 25 cold, 11 healing, 52 darkness (76 total damage) [11 healing].
Burning from Walrog hits Mortain for 9 fire damage.
Mortain casts Invoke Darkness.
Ghoulking performs a diseased attack against Walrog.
Mortain hits Walrog for 112 darkness damage.
Ghoulking hits Walrog for 20 physical damage.
Burning from Walrog hits Ghoulking for 13 fire damage.
Burning from Walrog hits Ghast for 13 fire damage.
Burning from Walrog hits Ghast for 13 fire damage.
Ghoulking resists the wave!
Ghast resists the wave!
Walrog HEALS from cold damage!
Walrog's cold repulsion area effect hits Ghast for 18 cold, 15 physical (34 total damage).
Walrog's cold repulsion area effect hits Ghoulking for 18 cold, 15 physical (34 total damage).
Walrog's cold repulsion area effect hits Mortain for 15 cold damage.
Mortain's putrescent liquefaction area effect hits Walrog for 10 cold, 5 healing, 21 darkness (31 total damage) [5 healing].
Mortain the level 14 shalore necromancer was iced to death by Walrog on level 2 of Lake of Nur.