Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 20 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 20 on the 76th Pyre 122nd year of Ascendancy at 15:52 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 23 (base 21) |
| Magic | 44 (base 42) |
| Willpower | 41 (base 35) |
| Cunning | 12 (base 11) |
Resources
| Life | -92/299 |
| Mana | 202/348 |
| Souls | 6/10 |
| Healing Factor | 0.74 |
| Regeneration | 35.0538 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 7 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 36.5 |
| Crit Chance | 7% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 26.75 |
| Crit Chance | 5% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Darkness | +26% |
| Cold | +21% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 9.75 |
| Ranged Defense | 9.75 |
| Fatigue | 1 |
| Physical Save | 20.45 |
| Spell Save | 25.4 |
| Mental Save | 22.8 |
Defense: Resistances
| Darkness | + 22%( 70%) |
| All | 0%( 70%) |
| Fire | + 6%( 70%) |
| Cold | + 47%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Poison Resistance | 11% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 133 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 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 / Necrosis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Necrotic Aura |
| talent | Blurred Mortality |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.71 nature damage per turn and decreasing all heals received by 26%. Insidious Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 46.52 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
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: * You are experienced enough. * 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 feet | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces 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: +10.00 Spellpower: +3 A pair of boots made of leather. |
| On fingers | treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature Physical save: +6 Poison immunity: +11% Disease immunity: +12% Rings can have magical properties. |
| On fingers | psionicist's steel ring of darkness (+22%) psionicist's steel ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +6 Rings can have magical properties. |
| Around neck | serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +5 Changes stats: +6 Lck Amulets can have magical properties. |
| In main hand | earthen ash vilestaff (15-18 power, 3 apr, darkness damage) earthen ash vilestaff (15-18 power, 3 apr, darkness 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: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +3 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On head | insulating linen wizard hat of frost (+21%) (1 def, 0 armour) insulating linen wizard hat of frost (+21%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% fire / +21% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
| Light source | 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. |
| Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant linen robe of frost (+15%) (0 def, 0 armour) verdant linen robe of frost (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +15% cold Changes damage: +6% nature / +10% cold Life regen: +0.60 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion (resist 15%; cure physical) wild infusion (resist 15%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 15% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Newly picked up clarifying gold amuletclarifying gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% mind Confusion immunity: +29% Amulets can have magical properties. |
clarifying steel amulet of mastery (0.20 Spell / Advanced necrotic minions) clarifying steel amulet of mastery (0.20 Spell / Advanced necrotic minions)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% mind Talent mastery: +0.20 Spell / Advanced necrotic minions Confusion immunity: +30% Amulets can have magical properties. |
inertial steel amulet inertial steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Pinning immunity: +26% Stamina each turn: +0.40 Amulets can have magical properties. |
insulating stralite amulet insulating stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% fire / +10% cold Amulets can have magical properties. |
stralite ring of physical power stralite ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 Rings can have magical properties. |
Newly picked up elven-silk cloak of mindcraft (3 def, 0 armour)elven-silk cloak of mindcraft (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Cun / +3 Wil Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Newly picked up pair of hardened leather boots of uncanny dodging (4 def, 3 armour)pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +2 Fatigue: +3% A pair of boots made of leather. |
Newly picked up blighted dwarven-steel gauntlets of the starseeker (0 def, 2 armour)blighted dwarven-steel gauntlets of the starseeker (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Mag Damage when the wearer hits(melee): 7 blight Changes resistances: +6% blight / +5% darkness / +7% light Changes damage: +4% blight Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 63.09 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
185 alchemist agate 185 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Newly picked up guard's alchemist's lamp of the forgeguard's alchemist's lamp of the forge Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 13 dreamforge Damage when the wearer is hit: 19 dreamforge Physical save: +6 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Newly picked up quick yew wand of firewall [power 67] (5 cooldown)quick yew wand of firewall [power 67] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 67 overall), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Beurk the Shalore Necromancer level 17
75th Pyre 122nd year of Ascendancy at 21:25 see stats
Level 10
Got a character to level 10.By Beurk the Shalore Necromancer level 10
74th Pyre 122nd year of Ascendancy at 23:53 see stats
Level 20
Got a character to level 20.By Beurk the Shalore Necromancer level 20
76th Pyre 122nd year of Ascendancy at 10:43 see stats
Ten at one blow
Killed 10 or more enemies in one single attack in the arena.By Beurk the Shalore Necromancer level 5
74th Pyre 122nd year of Ascendancy at 14:18 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Beurk the Shalore Necromancer level 12
75th Pyre 122nd year of Ascendancy at 10:25 see stats
Log
Beurk casts Create Minions.
Talent Invoke Darkness is ready to use.
Ziguranth warrior hits Beurk for 4 nature damage.
Ziguranth warrior performs a critical strike!
Ziguranth warrior hits Beurk for 81 physical, 4 nature damage (total 84.49).
Armoured skeleton warrior casts Rune: Heat Beam.
Ziguranth warrior is on fire!
Skeleton warrior is on fire!
Ghast diseases ziguranth warrior.
Ghast misses ziguranth warrior.
Skeleton mage misses ziguranth warrior.
Skeleton master archer uses Crippling Shot.
Ziguranth warrior slows down.
Ziguranth warrior is invigorated by the attack!
Ziguranth warrior is invigorated by the attack!
Armoured skeleton warrior casts Rune: Acid Wave.
Ziguranth warrior is invigorated by the attack!
Armoured skeleton warrior hits ziguranth warrior for 149 acid damage.
Armoured skeleton warrior killed ziguranth warrior!
Armoured skeleton warrior hits ghast for 115 acid damage.
Armoured skeleton warrior hits skeleton warrior for 149 acid damage.
Armoured skeleton warrior hits armoured skeleton warrior for 149 acid damage.
Armoured skeleton warrior hits skeleton master archer for 143 acid damage.
Armoured skeleton warrior hits skeleton mage for 149 acid damage.
Armoured skeleton warrior hits Beurk for 149 acid damage.
Armoured skeleton warrior killed Beurk!
Skeleton master archer hits ziguranth warrior for 50 physical, 17 nature, 6 temporal damage (total 72.90).
Skeleton master archer killed ziguranth warrior!
Beurk the level 20 shalore necromancer was melted to death by an armoured skeleton warrior on level 28 of The Arena.
