










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 11 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 11 on the 3rd Summertide 122nd year of Ascendancy at 07:30 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 41 (base 36) |
| Willpower | 13 (base 13) |
| Cunning | 23 (base 23) |
Resources
| Life | -280/182 |
| Mana | 116/185 |
| Soul | 7/12 |
| Vim | 120/140 |
| Healing Factor | 1.2883363011315 |
| Regeneration | 1.3527531161881 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 26.074207531484 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 16 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +6% |
| Nature | +10% |
| Darkness | +10% |
| Cold | +10% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Cold | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 18 |
| Mental Save | 25 |
Defense: Resistances
| Nature | + 35%( 70%) |
| Acid | + 25%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 25%( 70%) |
| Cold | + 31%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 32%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 894% for 10 turns (45 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 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. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Starobeisance the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +5 (+4 eff.) Resists +6% lightning +6% temporal +3% light Phys.save +9 (+4 eff.) Mind.save +12 (+6 eff.) A pair of boots made of leather. |
| On hands | cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 fire Dmg.mod +4% fire Acc +10 (+5 eff.) ----- def ----- Armour +1 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 24/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.00 to 72.00 lightning damage (48.00 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Prismpunish [power 116] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% light Res.pen +15% physical ----- def ----- Die.at -60.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +22.00 Disarm- +21% Pinning- +21% Knockbk- +23% ---------- misc Max.enc +23 Rings make your fingers look great! |
| Around waist | Snowwend1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +5% cold ----- def ----- HP.reg +0.80 Heal.mod +10% ---------- misc Equi/ret +0.16 Max.hate +2.00 See.Invis +3 A belt that goes around your waist. |
| Main armor | linen robe 'Frozenfear' (10 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Defense +10 (+6 eff.) Resists +6% acid +3% cold +15% nature +7% all Max.HP +80.00 Heal.mod +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | elm vilestaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | linen cloak 'Ariromirath' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Phys.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Bilestalker2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +25% nature ----- def ----- Resists +3% nature Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +4 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. |
Inventory
shielding rune of the wizard (absorb 173; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
Eilinolessra the iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +5 fire While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +1% ----- def ----- Resists +5% arcane Mind.save +9 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +2.00 Blunt and deadly. |
elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Radiancetrial1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +1 Cun dps ---------- Dmg.mod +12% light ----- def ----- Armour +5 Resists +6% light ---------- misc Infravis +2 Create a temporary shield that absorbs 200 damage Puts all charms on 26 cooldown A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 A belt that goes around your waist. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+4 eff.) Phys.save +5 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsetouch the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +9% darkness On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% nature +3% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Cuthosta' (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +6 Cun +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Defense +10 (+6 eff.) Fatigue +2% Resists +1% physical Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Ce'Nimira' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% temporal Res.pen +15% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +1 Mind.save +3 (+1 eff.) Silence- +20% Confus- +23% Stun/Frz- +22% ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
pair of rough leather boots 'Turolathakath' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Con ----- def ----- Armour +1 Resists +3% mind Die.at -20.00 life Cut- +10% ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Gyrigawyn (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Phys.pwr +5 (+5 eff.) Dmg.mod +3% blight Melee Ret 4 blight ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life A pointy cloth hat, very wizardly... |
Thunderspike the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +5 (+4 eff.) Fatigue +5% Resists +6% cold +6% light +3% temporal Silence- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
77 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Haneharachik the Flashwilter2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% temporal Res.pen +5% light +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% light Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +8 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
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. |
3 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. |
6 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Connard the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 16:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Connard the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 11:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Connard the Cornac Necromancer level 10
9th Mirth 122nd year of Ascendancy at 05:57 see stats
Log
Armoured skeleton warrior is out of phase.
Connard is no longer out of phase.
Connard stops burning.
Connard hits Armoured skeleton warrior for 14 lightning damage.
Connard hits Armoured skeleton warrior for 14 lightning damage.
Zubura the crimson crystal casts Blood Grasp.
Armoured skeleton warrior uses Overpower.
Zubura the crimson crystal resists the knockback!
Armoured skeleton warrior hits Zubura the crimson crystal for 57 physical, 23 physical, 27 physical (106 total damage).
Zubura the crimson crystal receives 5 healing from Zubura the crimson crystal's Blood Grasp.
Zubura the crimson crystal's Blood Grasp hits Armoured skeleton warrior for 23 blight damage.
Zubura the crimson crystal's Blood Grasp killed Armoured skeleton warrior!
Connard casts Invoke Darkness.
Skeleton mage casts Flame.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Connard hits Zubura the crimson crystal for 103 darkness damage.
Connard hits Armoured skeleton warrior for 100 darkness damage.
Zubura the crimson crystal is on fire!
Melee retaliation hits Skeleton master archer for 1 acid damage.
Skeleton mage's Flame hits Zubura the crimson crystal for 46 fire damage.
Skeleton master archer hits Armoured skeleton warrior for 2 physical damage.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior uses Overpower.
Connard resists the knockback!
Armoured skeleton warrior hits Skeleton master archer for 14 fire, 14 fire (28 total damage).
Armoured skeleton warrior hits Connard for 44 physical, 3 nature, 4 fire, 26 physical, 6 fire, 10 fire, 27 physical, 6 fire, 10 fire (135 total damage).
Armoured skeleton warrior hits Connard for 60 physical, 3 acid, 26 physical, 4 acid, 23 physical, 4 acid (120 total damage).
Connard the level 11 cornac necromancer was corroded to death by an armoured skeleton warrior on level 2 of Scintillating Caves.








































































