








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 16 / 25% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 16 on the 57th Dusk 122nd year of Ascendancy at 17:27 / 1 |
Primary Stats
Strength | 53 (base 13) |
Dexterity | 53 (base 19) |
Constitution | 37 (base 12) |
Magic | 30 (base 25) |
Willpower | 13 (base 10) |
Cunning | 55 (base 41) |
Resources
Life | -1/506 |
Mana | 205/205 |
Stamina | 92/152 |
Healing Factor | 1.4541015905906 |
Regeneration | 8.8105023207104 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
Offense: Barehand
Damage | 69 |
Accuracy | 48 |
Crit Chance | 24% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Lightning | +12% |
Light | +10% |
Nature | +10% |
Offense: Damage Penetration
Light | +10% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 8 |
Physical Save | 26 |
Spell Save | 15 |
Mental Save | 22 |
Defense: Resistances
Nature | + 40%( 70%) |
Lightning | + 12%( 70%) |
Light | + 33%( 70%) |
Temporal | + 3%( 70%) |
Blight | + 20%( 70%) |
Physical | + 5%( 70%) |
Cold | + 37%( 70%) |
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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 229 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Cunning / Tactical | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
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 |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 17. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen 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 AlchemistsStire of Derth needs your help making an elixir of the fox. 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 bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of bone giant dust. * You've found the needed length of troll intestine. | 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 |
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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +6 Dex / +3 Cun Changes resistances: +6% lightning Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Life regen: +1.50 Stamina each turn: +0.30 Psi each turn: +0.10 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes stats: +1 Dex / +3 Con Changes damage: +3% mind Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +17 (+4 eff.) Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 137% 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. Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% lightning / +5% physical / +3% light / +3% temporal Stamina each turn: +0.30 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Amulets make your neck look great! |
Main armor | ![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +4 Defense: +36 (+9 eff.) Fatigue: +7% Changes stats: +1 Str Changes resistances: +17% cold Changes resistances penetration: +10% light Changes damage: +12% lightning A suit of armour made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Inventory
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() timebroken woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +9% all Changes damage: +8% arcane / +5% temporal Maximum mana: +10.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Str / +8 Cun Changes resistances: +10% nature Changes damage: +5% nature / +6% acid See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 Activation costs 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. |
![]() 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) Activation costs 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances penetration: +5% mind Infravision radius: +2 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Knuckles McRibcage the Skeleton Brawler level 15
50th Dusk 122nd year of Ascendancy at 04:56 see stats
By Knuckles McRibcage the Skeleton Brawler level 15
52nd Dusk 122nd year of Ascendancy at 13:17 see stats
By Knuckles McRibcage the Skeleton Brawler level 10
8th Mirth 122nd year of Ascendancy at 07:05 see stats
By Knuckles McRibcage the Skeleton Brawler level 10
10th Mirth 122nd year of Ascendancy at 23:13 see stats
By Knuckles McRibcage the Skeleton Brawler level 16
56th Dusk 122nd year of Ascendancy at 20:38 see stats
By Knuckles McRibcage the Skeleton Brawler level 16
55th Dusk 122nd year of Ascendancy at 05:24 see stats
Log
Knuckles McRibcage hits Urkis, the High Tempest for (42 absorbed), 316 physical, 12 light (328 total damage).
Phantasmal Shield hits Knuckles McRibcage for (17 flat reduction), (37 absorbed), 0 light (0 total damage).
Urkis, the High Tempest casts Lightning.
Your shield crumbles under the damage!
The shield around Knuckles McRibcage crumbles.
Urkis, the High Tempest hits Knuckles McRibcage for (17 flat reduction), (132 absorbed), 13 lightning (13 total damage).
Knuckles McRibcage is dazed!
Thunderstorm hits Knuckles McRibcage for (17 flat reduction), 27 lightning (27 total damage).
Urkis, the High Tempest casts Shock.
Knuckles McRibcage throws two quick punches.
Urkis, the High Tempest shrugs off the effect 'Exposed'!
Knuckles McRibcage uses Second Wind.
Knuckles McRibcage hits Urkis, the High Tempest for 25 physical, 5 light, 25 physical, 5 light (60 total damage).
Knuckles McRibcage is caught inside a Hurricane.
Urkis, the High Tempest's Shock hits Knuckles McRibcage for (17 flat reduction), 148 lightning (148 total damage).
Knuckles McRibcage is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Knuckles McRibcage for (17 flat reduction), 77 lightning (77 total damage).
Thunderstorm hits Knuckles McRibcage for (17 flat reduction), 22 lightning (22 total damage).
Urkis, the High Tempest casts Manathrust.
Urkis, the High Tempest's Manathrust hits Knuckles McRibcage for (17 flat reduction), 82 arcane (82 total damage).
Knuckles McRibcage casts Rune: Blink.
Knuckles McRibcage is out of phase.
Hurricane from Urkis, the High Tempest hits Knuckles McRibcage for (17 flat reduction), 47 lightning (47 total damage).
Talent Double Strike is ready to use.
Hurricane from Urkis, the High Tempest hits Knuckles McRibcage for (17 flat reduction), 78 lightning (78 total damage).
Hurricane from Urkis, the High Tempest hits Spitting spider for 106 lightning damage.
Knuckles McRibcage the level 16 skeleton brawler was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.