Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.5.0Official 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.5.0Official 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:
Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 8 / 8% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 30 (base 32) |
| Dexterity | 35 (base 32) |
| Constitution | 35 (base 32) |
| Magic | 39 (base 32) |
| Willpower | 36 (base 32) |
| Cunning | 33 (base 32) |
Resources
| Mana | 374/374 |
| Psi_feedback | 0/105 |
| Life | 766/766 |
| Positive | 176/176 |
| Souls | 20/20 |
| Healing Factor | 1.3029268292683 |
| Regeneration | 19.478756097562 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +35% |
| Spell | +200% |
| Global | +135% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
| See Stealth | 56.271080861294 |
| See Invisible | 56.271080861294 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 44 |
| Crit Chance | 20% |
| APR | 70 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 17% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 13.65 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 11% |
| Speed | 0.33333333333333 |
Defense: Base
| Armour (hardiness) | 72 (94%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 1 |
| Physical Save | 63 |
| Spell Save | 64 |
| Mental Save | 62 |
Defense: Resistances
| All | + 14%(100%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 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 / Animus | 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 |
| Spell / Grave | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Necrotic Aura |
Quests
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Relgandur [power 16] (12 cooldown) Relgandur [power 16] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +3 Con / +1 Wil Changes resistances: +1% physical Physical save: +6 (+1 eff.) It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of arcana(+0.10/turn) wizard's copper ring of arcana(+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Silence immunity: +20% Mana each turn: +0.10 Rings can have magical properties. |
| On fingers | marksman's copper ring of darkness (+20%) marksman's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
| Around neck | copper amulet of mastery (0.10 Spell / Grave) copper amulet of mastery (0.10 Spell / Grave)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Spell / Grave Amulets can have magical properties. |
| In main hand | yew magestaff 'Deluvor' (20-24 power, 4 apr, darkness element) yew magestaff 'Deluvor' (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +7 temporal When wielded/worn: Physical crit. chance: +6.0% Changes damage: +20% darkness / +3% mind Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +11 (+4 eff.) Spell crit. chance: +6% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 34.09 to 40.91 darkness damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| 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 | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +5% fire 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. |
| Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt 'Cinderonslaught' rough leather belt 'Cinderonslaught'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances penetration: +10% fire Changes damage: +6% fire Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
Inventory
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Zanubar the ash magestaff (15-18 power, 3 apr, fire element) Zanubar the ash magestaff (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +7.0% Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
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. |
spinel 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 (2/3) Rod of Recall (2/3)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 117 power out of 324/400. 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. |
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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Maud the Shalore Necromancer level 4
74th Pyre 122nd year of Ascendancy at 12:33 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Maud the Shalore Necromancer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 1.44 gold from the transmogrification of spiked rough leather armour of cold resistance (1 def, 2 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (1 def, 2 armour).
You gain 2.97 gold from the transmogrification of enlightening rough leather armour (1 def, 2 armour).
You gain 6.14 gold from the transmogrification of Urthihell the rough leather armour (1 def, 2 armour).
You gain 6.38 gold from the transmogrification of Dromalar the rough leather armour (1 def, 2 armour).
You gain 1.62 gold from the transmogrification of prismatic iron mail armour of temporal resistance (2 def, 4 armour).
You gain 7.99 gold from the transmogrification of iron mail armour 'Toxinjeer' (2 def, 4 armour).
You gain 1.02 gold from the transmogrification of miner's rough leather cap of dexterity (+2) (0 def, 3 armour).
You gain 0.25 gold from the transmogrification of iron helm (0 def, 3 armour).
You gain 1.11 gold from the transmogrification of iron gauntlets of magic (+3) (0 def, 1 armour).
You gain 6.38 gold from the transmogrification of Darkwind (0 def, 6 armour).
You gain 0.52 gold from the transmogrification of scholar's pair of rough leather boots (0 def, 1 armour).
You gain 8.01 gold from the transmogrification of Tarrazilayon the Deepszeal (11-15.4 power, 2 apr).
You gain 3.11 gold from the transmogrification of hateful iron steamsaw of daylight (10-15 power, 0 apr).
You gain 2.49 gold from the transmogrification of flaming iron steamsaw of phasing (10.5-15.75 power, 6 apr).
You gain 1.79 gold from the transmogrification of surging elm magestaff (10-12 power, 2 apr, fire element).
You gain 7.56 gold from the transmogrification of Siliwyn the elm magestaff (18-21.6 power, 2 apr, lightning element).
You gain 1.65 gold from the transmogrification of mighty rough leather sling.
You gain 9.44 gold from the transmogrification of Neregawen (12-16.8 power, 3 apr).
You gain 2.85 gold from the transmogrification of steady elm longbow of cold.
You gain 1.61 gold from the transmogrification of steady elm longbow.
You gain 0.99 gold from the transmogrification of arcing iron greatsword (14.5-23.2 power, 1 apr).
You gain 1.06 gold from the transmogrification of arcing iron greatsword (15.5-24.8 power, 1 apr).
You gain 2.81 gold from the transmogrification of flaming iron dagger of paradox (10.5-13.65 power, 5 apr).
You gain 4.39 gold from the transmogrification of Splendourvagrant (17-22.1 power, 6 apr).
You gain 1.76 gold from the transmogrification of iron battleaxe of dampening (13.5-20.25 power, 1 apr).
You gain 1.75 gold from the transmogrification of magic missile rune of the wizard (114 arcane damage).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You feel very confident walking into this place.
Maud deactivates Necrotic Aura.
