Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 | 
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Higher | 
| Class | Necromancer | 
| Level / Exp | 16 / 69% | 
| Size | medium | 
| Lifes / Deaths | Killed by Ce'Nonn the storm drake at level 16 on the 76th Haze 122nd year of Ascendancy at 02:08/ 1 | 
Primary Stats
| Strength | 11 (base 10) | 
| Dexterity | 11 (base 10) | 
| Constitution | 28 (base 22) | 
| Magic | 51 (base 43) | 
| Willpower | 30 (base 21) | 
| Cunning | 11 (base 11) | 
Resources
| Life | -201/397 | 
| Mana | 83/265 | 
| Positive | 10/95 | 
| Souls | 8/10 | 
| Healing Factor | 1 | 
| Regeneration | 1.75 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 13 | 
| Lite | 2 | 
| Infravision | 5 | 
| See Stealth | 6 | 
| See Invisible | 5 | 
Offense: Mainhand
| Damage | 42 | 
| Accuracy | 22 | 
| Crit Chance | 19% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 48.666666666667 | 
| Crit Chance | 24% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 28.2 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +18% | 
| Darkness | +47% | 
| Nature | +12% | 
| Arcane | +9% | 
| Fire | -1% | 
| All | +6% | 
Offense: Damage Penetration
| Lightning | +10% | 
Defense: Base
| Armour (hardiness) | 8 (30%) | 
| Defense | 2.35 | 
| Ranged Defense | 2.35 | 
| Fatigue | 1 | 
| Physical Save | 22.325 | 
| Spell Save | 26.675 | 
| Mental Save | 14.35 | 
Defense: Resistances
| Lightning | + 30%( 70%) | 
| Fire | + 5%( 70%) | 
| Arcane | + 12%( 70%) | 
| Cold | + 12%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 23% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 28% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 176 damage for 5 turns. The effect will scale with your magic stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use 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 835% over 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. | 
Class Talents
| Spell / Necrosis | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Necrotic minions | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Grave | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Advanced necrotic minions | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Nightfall | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 0.90 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.20 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Blurred Mortality | 
| talent | Necrotic Aura | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.Escort: lone alchemist (level 2 of Old Forest) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest.Escort: lost anorithil (level 4 of Old Forest) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| The affairs of this mortal world are trifling compared to your true goal: To conquer death.From Death, Life Your 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 | 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 treasure It 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 darkness The 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 have explored the Maze and vanquished the Minotaur. * 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 | 
| 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done | 
| 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 Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. * You've found the needed orc heart. | active | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 5 lumberjacks have died. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | Thunderrock (0 def, 1 armour)Thunderrock (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Wil Changes resistances penetration: +10% lightning Psi when hit: +0.08 Movement speed: +20% A pair of boots made of leather. | 
| Light source | brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 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. | 
| On head | stabilizing linen wizard hat of the sentry (1 def, 0 armour)stabilizing linen wizard hat of the sentry (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Physical save: +5 Infravision radius: +3 See stealth: +6 See invisible: +5 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 43%, and attempts to push all creatures other then yourself out of its radius, inflicting 9.12 light damage and 12.65 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... | 
| Tool | overpowered yew wand of conjuration [power 469]  (10 cooldown)overpowered yew wand of conjuration [power 469]  (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 234-469), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers | titan's steel ringtitan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Rings can have magical properties. | 
| On fingers | gold ring 'Burnbender'gold ring 'Burnbender' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes resistances: +5% arcane Changes damage: +6% all Spellpower: +7 Mindpower: +11 Rings can have magical properties. | 
| Around waist | rough leather belt of resiliencerough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +31.00 A belt that goes around your waist. | 
| In main hand | dragonbone vilestaff 'Lisorarin' (41-49.2 power, 6 apr, darkness damage)dragonbone vilestaff 'Lisorarin' (41-49.2 power, 6 apr, darkness damage) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 41.0 - 49.2 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +18 Physical crit. chance: +14.0% Physical power: +20 Changes stats: +3 Wil Damage when the wearer hits(melee): 28 silence Changes damage: +41% darkness / -11% fire Talent granted: +1 Command Staff Critical mult.: +35.00% Psi when hit: +0.08 Psi per kill: +2.00 Spellpower: +28 Spell crit. chance: +23% Heals friendly targets nearby when you use a nature summon: +20 Staves designed for wielders of magic, by the greats of the art. | 
| On hands | cinder rough leather gloves of magic (+2) (0 def, 1 armour)cinder rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Damage when the wearer hits(melee): 6 fire Changes resistances: +5% fire Changes damage: +3% arcane / +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor | verdant linen robe of lightning (+18%) (0 def, 0 armour)verdant linen robe of lightning (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +18% lightning Changes damage: +6% nature / +12% lightning Life regen: +1.50 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour)thick linen cloak of the Shaloren (1 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Wil / +1 Mag Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck | grounding steel amulet of magic (+2)grounding steel amulet of magic (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. | 
Inventory
| steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
| Ivydakira the PrismripIvydakira the Prismrip Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +7 Lck Changes resistances: +6% light Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +9 Spell save: +3 Stun/Freeze immunity: +10% Infravision radius: +3 A belt that goes around your waist. | 
| spellwoven woollen robe of the mind (+11%) (0 def, 0 armour)spellwoven woollen robe of the mind (+11%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% mind Changes damage: +11% mind Spell save: +18 Spellpower: +2 Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| 45 alchemist agate45 alchemist agate 0.00 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. | 
| 2 aquamarine2 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. | 
| 3 topaz3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. | 
| Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
| Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 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 ChestTransmogrification Chest Powered 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 is 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 amethyst4 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. | 
| 2 ametrine2 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Carn the Higher Necromancer level 13
66th Dusk 122nd year of Ascendancy at 11:08 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Carn the Higher Necromancer level 10
6th Flare 122nd year of Ascendancy at 15:31 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Carn the Higher Necromancer level 12
17th Dusk 122nd year of Ascendancy at 07:22 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Carn the Higher Necromancer level 14
14th Haze 122nd year of Ascendancy at 05:02 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Carn the Higher Necromancer level 13
56th Dusk 122nd year of Ascendancy at 10:23 see stats
Log
Skeleton warrior misses Ce'Nonn the storm drake.
Ghast bites poison into Ce'Nonn the storm drake.
Ce'Nonn the storm drake is poisoned!
Skeleton master archer uses Reload.
Ghast hits Ce'Nonn the storm drake for 9 nature damage.
Ce'Nonn the storm drake hits Ghast for 14 lightning damage.
Ce'Nonn the storm drake hits Skeleton warrior for 14 lightning damage.
Skeleton warrior hits Ce'Nonn the storm drake for 51 physical damage.
Poison from Ghast hits Ce'Nonn the storm drake for 9 nature damage.
Ce'Nonn the storm drake casts Displacement Shield.
The very fabric of space alters around Ce'Nonn the storm drake.
Skeleton warrior misses Ce'Nonn the storm drake.
Skeleton master archer uses Reload.
Ce'Nonn the storm drake teleports some damage to Ghast!
Ghast hits Carn for 10 teleported damage.
Ghast hits Ce'Nonn the storm drake for (10 teleported), 0 physical (0 total damage).
Ce'Nonn the storm drake hits Ghast for 14 lightning damage.
Ce'Nonn the storm drake hits Skeleton warrior for 14 lightning damage.
Skeleton warrior hits Ce'Nonn the storm drake for 58 physical damage.
Ce'Nonn the storm drake teleports some damage to Ghast!
Poison from Ghast hits Carn for 9 teleported damage.
Poison from Ghast hits Ce'Nonn the storm drake for (9 teleported), 0 nature (0 total damage).
Carn casts Invoke Darkness.
Ce'Nonn the storm drake teleports some damage to Carn!
Carn hits Carn for 274 teleported damage.
Carn hits Ce'Nonn the storm drake for (274 teleported), 0 darkness (0 total damage).
Ce'Nonn the storm drake casts Invoke Darkness.
Saving game...
