Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Draconians 1.0.4 Items Vault 1.0.3 More Taints 1.0.4 Wights 1.0.4 Arcanum Class Pack 1.0.4 Necromancy+ 1.0.4 Druid Class 1.0.4 Stone Wardens DLC Class 1.0.3 Turtle race 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Rogue |
| Level / Exp | 2 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 2 on the 76th Pyre 122nd year of Ascendancy at 22:30 / 1 |
Primary Stats
| Strength | 16 (base 11) |
| Dexterity | 25 (base 19) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 18 (base 15) |
Resources
| Life | -11/114 |
| Stamina | 94/103 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -998 |
| Infravision | 1 |
| Stealth | 8.68 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 18 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 18 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.2 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 5.45 |
| Ranged Defense | 5.45 |
| Fatigue | 6 |
| Physical Save | 8.75 |
| Spell Save | 6.65 |
| Mental Save | 9.45 |
Defense: Resistances
| Temporal | + 4%( 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: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Taints | Effective talent level: 1.0 Taint: InversionUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Wrap twisted threads of time around you for 7 turns. You gain 70% damage affinity all and 35% of all damage you do is converted into healing. Scales with Taintmarks. |
Class Talents
| Cunning / Stealth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
Effects
| talent | Stealth |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
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. | active |
Equipment
| Around neck | copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
| In main hand | acidic iron dagger of paradox (5-6.5 power, 5 apr) acidic iron dagger of paradox (5-6.5 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +4 acid / +4 temporal When wielded/worn: Damage when the wearer is hit: 5 temporal Changes resistances: +4% temporal Sharp, short and deadly. |
| Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% A suit of armour made of leather. |
| 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 | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
| In off hand | iron dagger (5.5-7.15 power, 5 apr) iron dagger (5.5-7.15 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Inventory
This item will automatically be transmogrified when you leave the level. iron greatmaul of massacre (20.5-30.75 power, 1 apr)iron greatmaul of massacre (20.5-30.75 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. slime-covered iron longsword of banishment (6.5-9.1 power, 2 apr)slime-covered iron longsword of banishment (6.5-9.1 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +5 slime Damage against: +5% Demon When wielded/worn: Changes stats: +1 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron waraxe of massacre (11-15.4 power, 2 apr)iron waraxe of massacre (11-15.4 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. brass lanternbrass lantern 2.00 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. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
This item will automatically be transmogrified when you leave the level. iron torque of thermal psionic shield [power 23] (20 cooldown)iron torque of thermal psionic shield [power 23] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
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% Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Nerynn is healed by the physical damage!
Skeleton archer hits Nerynn for 10 physical damage.
Nerynn hits skeleton archer for 4 temporal damage.
Nerynn hits skeleton archer for 16 physical, 3 temporal, 3 acid, 13 physical damage (total 32.79).
Skeleton archer uses Reload.
Nerynn misses skeleton archer.
Nerynn hits skeleton archer for 16 physical, 3 temporal, 3 acid damage (total 20.28).
Skeleton archer shoots!
Nerynn is healed by the physical damage!
Nerynn is healed by the physical damage!
Skeleton archer hits Nerynn for 48 physical, 2 physical damage (total 49.05).
Skeleton archer uses Reload.
Talent Stealth is ready to use.
Nerynn casts Rune: Phase Door.
Nerynn activates Stealth.
Resting starts...
Talent Dual Strike is ready to use.
Nerynn is no longer wrapped in twisted time.
Talent Rune: Shielding is ready to use.
Nerynn is no longer out of phase.
Talent Rune: Phase Door is ready to use.
Talent Taint: Inversion is ready to use.
Rested for 9 turns (stop reason: taken damage).
Saving done.
Saving done.
Saving game...
