Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Steamtech UI 1.1.4 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 6 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by deformed dire wolf at level 6 on the 1st Summertide 122nd year of Ascendancy at 14:45 / 1 |
Primary Stats
| Strength | 33 (base 26) |
| Dexterity | 10 (base 11) |
| Constitution | 20 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -2/250 |
| Stamina | 108/115 |
| Healing Factor | 1.2 |
| Regeneration | 1.14 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 25 |
| Crit Chance | 1% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16.4 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 10.887893655341 (73.452380952381%) |
| Defense | 8.6978936553414 |
| Ranged Defense | 8.6978936553414 |
| Fatigue | 14 |
| Physical Save | 18.55 |
| Spell Save | 7 |
| Mental Save | 7.35 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The target has been dominated. It is unable to move and has lost 4 armor and 7 defense. Attacks from Shadow gain 27% damage penetration. Dominated |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 8 and doing 8.50 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Silith (11 def, 1 armour) Silith (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+11 eff.) Fatigue: +1% Changes stats: +1 Cun Light radius: +3 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 16% chance to completely evade them and granting you 5 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +5% fire A cap made of leather. |
| Tool | woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Around waist | Xerima the Glimmerknave Xerima the GlimmerknaveInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light / 8 acid Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
| In main hand | iron greatmaul of massacre (27-40.5 power, 1 apr) iron greatmaul of massacre (27-40.5 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (50 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
iron greatsword (15.5-24.8 power, 1 apr) iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
2 agate 2 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning 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 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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 after 40 turns, 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 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. |
2 ametrine 2 ametrine0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Skelebarian killed Shadow!
Deformed dire wolf misses Skelebarian.
The Withering Thing hits Skelebarian for 4 physical damage.
Skelebarian hits The Withering Thing for 4 light, 8 acid (12 total damage).
Decrepitude Disease from The Withering Thing hits Skelebarian for 3 blight damage.
Gloomy poison ivy misses Skelebarian.
Skelebarian hits The Withering Thing for 53 physical damage.
Skelebarian hits Deformed dire wolf for 4 light, 8 acid (12 total damage).
Deformed dire wolf hits Skelebarian for 4 physical damage.
The Withering Thing hits Skelebarian for 4 physical damage.
Skelebarian hits The Withering Thing for 4 light, 8 acid (12 total damage).
Talent Fearless Cleave is ready to use.
Decrepitude Disease from The Withering Thing hits Skelebarian for 3 blight damage.
Gloomy poison ivy hits Skelebarian for 0 nature damage.
Skelebarian hits Gloomy poison ivy for 4 light, 8 acid (12 total damage).
Skelebarian hits Deformed dire wolf for 4 light, 8 acid (12 total damage).
Deformed dire wolf hits Skelebarian for 4 physical damage.
The Withering Thing hits Skelebarian for 5 physical damage.
Skelebarian hits The Withering Thing for 53 physical, 4 light, 8 acid (65 total damage).
Decrepitude Disease from The Withering Thing hits Skelebarian for 3 blight damage.
Deformed dire wolf misses Skelebarian.
Gloomy poison ivy hits Skelebarian for 0 nature damage.
Skelebarian hits Gloomy poison ivy for 4 light, 8 acid (12 total damage).
Skelebarian hits The Withering Thing for 4 light, 8 acid (12 total damage).
The Withering Thing hits Skelebarian for 4 physical damage.
Skelebarian hits The Withering Thing for 49 physical damage.
Saving game...
