








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 17 / 38% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 44 (base 19) |
| Dexterity | 43 (base 28) |
| Constitution | 26 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 46 (base 43) |
Resources
| Life | 214/564 |
| Stamina | 97/172 |
| Healing Factor | 1.4816586254954 |
| Regeneration | 23.780620939202 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Barehand
| Damage | 70 |
| Accuracy | 32 |
| Crit Chance | 21% |
| APR | 6 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +18% |
| Lightning | +3% |
| Light | +10% |
| Temporal | +8% |
| Darkness | +8% |
| Arcane | +15% |
| Cold | +6% |
| Nature | +27% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +20% |
| Temporal | +10% |
| Acid | +5% |
| Physical | +20% |
| Cold | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | -3.1401539625876 (35.65183292883%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 19 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 8%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 26% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| 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: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 261 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 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
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The target has been splashed with acid, taking 13.43 acid damage per turn, reducing armour by 20 and attack by 18. Acid Splash |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by hummerhorn. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by ultimate shivgoroth. Escort: repented thief (level 3 of Norgos Lair) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 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. | 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. | 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 | miner's pair of rough leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +2 A pair of boots made of leather. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| On head | Kilnwyrd (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes resistances: +9% fire Changes resistances penetration: +20% lightning / +10% cold Changes damage: +3% lightning / +18% fire A cap made of leather. |
| Tool | Radhakhad the Carrionvein (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 42% * 10% chance to reduce armor by 24% Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +10% nature / +5% acid Changes damage: +12% nature / +6% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Polita the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Physical crit. chance: +1.0% Changes stats: +1 Con Changes resistances: +3% acid Changes resistances penetration: +20% physical Mental save: +5 (+2 eff.) Confusion immunity: +26% Only die when reaching: -40.00 life Rings make your fingers look great! |
| On fingers | steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +9.00 Maximum life: +42.00 Healing mod.: +11% Rings make your fingers look great! |
| Around neck | restful steel amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil Life regen: +2.00 Amulets make your neck look great! |
| Main armor | cured leather armour 'Sleetquench' (6 def, 13 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Damage when hit (Melee): 4 arcane Changes stats: +2 Wil Changes resistances: +13% physical / +15% darkness / +16% blight / +13% fire / +24% cold Changes damage: +15% arcane Life regen: +4.80 Maximum life: +38.00 Light radius: +1 Healing mod.: +14% A suit of armour made of leather. |
| Light source | Summertide PhialInfused 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.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | enveloping cashmere cloak of battle (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Defense: +9 (+3 eff.) Fatigue: -3% Physical save: +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | CureblastCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 24% Changes resistances: +3% mind Changes damage: +15% nature Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% fire / +12% cold Amulets make your neck look great! |
steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +25% Life regen: +1.00 Rings make your fingers look great! |
warrior's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
wizard's copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 (+3 eff.) Rings make your fingers look great! |
grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +5% temporal Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Gledaba (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes stats: +2 Str / +1 Con Changes resistances penetration: +5% mind Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Halublek the Corruptionreign (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 lightning Changes damage: +12% lightning / +3% fire / +12% nature Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mucusgash' (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Mag / +1 Cun / +4 Con Changes resistances: +3% acid / +10% cold Changes damage: +3% nature / +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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. |
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) 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. |
supercharged elm wand of lightning storm [power 134] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (138 total damage) Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Hogar the Skeleton Brawler level 16
36th Dusk 122nd year of Ascendancy at 01:14 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hogar the Skeleton Brawler level 10
13rd Dusk 122nd year of Ascendancy at 11:41 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Hogar the Skeleton Brawler level 9
9th Flare 122nd year of Ascendancy at 00:13 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Hogar the Skeleton Brawler level 10
18th Dusk 122nd year of Ascendancy at 22:52 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Hogar the Skeleton Brawler level 16
36th Dusk 122nd year of Ascendancy at 01:42 see stats
Log
Acid Splash from Weirdling Beast hits Hogar for 7 acid damage.
Hogar's Turn Back the Clock hits Weirdling Beast for (21 absorbed), 0 temporal (0 total damage).
Weirdling Beast is not stunned anymore.
Hogar moves reluctantly!
Weirdling Beast slows down.
Hogar casts Mind Blast.
Weirdling Beast wanders around!
Hogar's spell attains critical power!
Hogar is surging arcane power.
Hogar casts Dust to Dust.
Hogar hits Weirdling Beast for (34 absorbed), 0 temporal, (34 absorbed), 0 darkness, (6 absorbed), 0 fire, (16 absorbed), 0 light, (20 absorbed), 0 darkness, (19 absorbed), 0 temporal, (16 absorbed), 0 physical (0 total damage).
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Hogar for 62 mind damage.
Acid Splash from Weirdling Beast hits Hogar for 13 acid damage.
Weirdling Beast is fully armored again.
The shield around Weirdling Beast crumbles.
Hogar hits Weirdling Beast for (33 absorbed), 0 temporal, (33 absorbed), 0 darkness, (6 absorbed), 0 fire, (1 absorbed), 16 light (16 total damage).
Acid Splash from Weirdling Beast hits Hogar for 13 acid damage.
Weirdling Beast misses Hogar.
Weirdling Beast's armor corrodes!
Hogar hits Weirdling Beast for (32 to bones), 0 temporal, 32 darkness, 6 fire, 16 light (55 total damage).
Talent Axe Kick is ready to use.
Acid Splash from Weirdling Beast hits Hogar for 13 acid damage.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Hogar for 124 mind damage.
There is an entrance to the Sher'Tul ruins here (press '' or right click to use).

































































