Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Necromancer |
| Level / Exp | 13 / 22% |
| Size | small |
| Lifes / Deaths | Killed by quasit at level 13 on the 75th Pyre 122nd year of Ascendancy at 06:52 / 1 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 8 (base 10) |
| Magic | 40 (base 37) |
| Willpower | 33 (base 27) |
| Cunning | 15 (base 11) |
Resources
| Life | -103/144 |
| Mana | 51/199 |
| Souls | 7/10 |
| Healing Factor | 1 |
| Regeneration | 12.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 1 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14.55 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 0.15 |
| Ranged Defense | 0.15 |
| Fatigue | 0 |
| Physical Save | 9.625 |
| Spell Save | 17.275 |
| Mental Save | 13.4 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 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: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Will o' the Wisp |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze. Dazed |
Quests
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 | done |
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On fingers | savior's copper ring of frost (+20%) savior's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +5 Spell save: +5 Mental save: +6 Rings can have magical properties. |
| On fingers | titan's copper ring of nature (+20%) titan's copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +6 Rings can have magical properties. |
| Around waist | rough leather belt of recklessness rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 Critical mult.: +6.00% A belt that goes around your waist. |
| Main armor | 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. |
| Light source | brass lantern of revealing brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 See stealth: +6 See invisible: +5 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 | linen wizard hat of magic (+3) (1 def, 0 armour) linen wizard hat of magic (+3) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Mag A pointy cloth hat, very wizardly... |
| In main hand | surging ash magestaff of fate (15-18 power, 3 apr, cold damage) surging ash magestaff of fate (15-18 power, 3 apr, cold damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +3 Spell save: +4 Mental save: +4 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Inventory
arcing iron greatmaul (15.5-23.25 power, 1 apr) arcing iron greatmaul (15.5-23.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +8 lightning Massive two-handed maul. |
steel greatsword (22-35.2 power, 2 apr) steel greatsword (22-35.2 power, 2 apr)Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
dwarven-steel mace (24.5-34.3 power, 4 apr) dwarven-steel mace (24.5-34.3 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
elm vilestaff (10-12 power, 2 apr, darkness damage) elm vilestaff (10-12 power, 2 apr, darkness damage)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: 100% Mag Damage type: Darkness Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% darkness / +5% light A belt that goes around your waist. |
Newly picked up linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
voratun helm of strength (+2) (0 def, 5 armour) voratun helm of strength (+2) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron shield of lightning resistance (+16%) (4 def, 2 armour, 18.5 block) iron shield of lightning resistance (+16%) (4 def, 2 armour, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices |
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. |
Achievements
Level 10 (Nightmare difficulty)
Got a character to level 10.By Yeek Necromancer the Yeek Necromancer level 10
74th Pyre 122nd year of Ascendancy at 21:10 see stats
That was close (Nightmare difficulty)
Killed your target while having only 1 life left.By Yeek Necromancer the Yeek Necromancer level 8
74th Pyre 122nd year of Ascendancy at 19:10 see stats
Log
Yeek Necromancer feels pain again.
Yeek Necromancer casts Create Minions.
Skeleton master archer shoots!
Skeleton master archer hits blood mage for 2 nature damage.
Ghast hits blood mage for 10 nature damage.
Your score multiplier increases by 0.5!
Skeleton master archer hits blood mage for 26 physical damage.
Skeleton master archer killed blood mage!
Skeleton master archer uses Reload.
The gates close!
Yeek Necromancer uses Infusion: Regeneration.
Yeek Necromancer starts regenerating health quickly.
Skeleton mage casts Flame.
Skeleton mage's spell attains critical power!
Quasit is on fire!
Skeleton mage casts Manathrust.
Skeleton master archer uses Pinning Shot.
Skeleton mage hits quasit for 111 fire damage.
Skeleton mage hits homeless fighter for 119 arcane damage.
Homeless fighter uses Infusion: Healing.
Homeless fighter is pinned to the ground.
Quasit rushes out!
Yeek Necromancer is dazed!
Skeleton master archer hits homeless fighter for 37 physical, 6 lightning damage (total 42.68).
Skeleton mage hits quasit for 37 fire damage.
Quasit hits Yeek Necromancer for 44 physical, 5 darkness damage (total 48.66).
Quasit killed Yeek Necromancer!
Yeek Necromancer the level 13 yeek necromancer was darkened to death by a quasit on level 13 of The Arena.
