Bob the level 11 Skeleton Reaver by Challtdow

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.2.2
Addons
CampaignMaj'Eyal
ModeNormal Exploration
SexMale
RaceSkeleton
ClassReaver
Level / Exp11 / 0%
Sizemedium
Lifes / Deaths

Primary Stats

Strength52.482048821305 (base 33)
Dexterity30.482048821305 (base 11)
Constitution15 (base 10)
Magic30 (base 28)
Willpower10 (base 10)
Cunning16 (base 10)

Resources

Life353/353
Vim100/100
Healing Factor1.1
Regeneration0.275

Speed

Mental0%
Attack0%
Movement0%
Spell0%
Global+100%

Vision

Sight10
Lite4

Offense: Mainhand

Damage44
Accuracy44
Crit Chance8%
APR5
Speed1.00

Offense: Offhand

Damage32
Accuracy44
Crit Chance5%
APR4
Speed1.00

Offense: Spell

Spellpower27.5
Crit Chance3%
Speed1

Offense: Mind

Mindpower18.4
Crit Chance3%
Speed1

Defense: Base

Armour (hardiness)28.92 (81.030927835052%)
Defense32.084358543728
Ranged Defense32.084358543728
Fatigue31
Physical Save24.809358543728
Spell Save14
Mental Save9.1

Defense: Resistances

All 0%( 70%)

Defense: Immunities

Fear Resistance100%
Instadeath Resistance100%
Poison Resistance100%
Bleed Resistance100%

Inscriptions (3/3)

Runes
Runes
Runes

Class Talents

Corruption / Scourge1.30
5/5
1/5
1/5
0/5
Corruption / Reaving combat1.30
5/5
1/5
1/5
0/5
Corruption / Vim1.30
0/5
0/5
0/5
0/5
Corruption / Sanguisuge1.30
3/5
0/5
0/5
0/5
Corruption / Bone1.30
0/5
0/5
0/5
0/5
Corruption / Plague1.30
0/5
0/5
0/5
0/5

Generic Talents

Undead / Skeleton1.30
5/5
1/5
1/5
0/5
Corruption / Torment1.30
0/5
0/5
0/5
0/5
Technique / Combat training1.30
0/5
3/5
3/5
0/5
0/5

Effects

talent
beneficial effect

Quests

active
active
done
done

Equipment

On hands
On head
Tool
On fingers
On fingers
In main hand
Light source
In off hand
Cloak
Main armor

Inventory

Achievements

Level 10 (Exploration mode) Got a character to level 10.
By Bob the Skeleton Reaver level 10
8th Mirth 122nd year of Ascendancy at 13:21
see stats
The Arena (Exploration mode) Unlocked Arena mode.
By Bob the Skeleton Reaver level 4
3rd Mirth 122nd year of Ascendancy at 04:32
see stats

Log

You gain 1.77 gold from the transmogrification of magic missile rune of the duelist (112 arcane damage).
You gain 1.50 gold from the transmogrification of
wild infusion of the warrior (resist 15%; cure physical).
You gain 1.50 gold from the transmogrification of
wild infusion of the warrior (resist 18%; cure magical).
You gain 1.50 gold from the transmogrification of
wild infusion of the titan (resist 12%; cure magical).
You gain 1.50 gold from the transmogrification of
wild infusion of the titan (resist 14%; cure mental).
You gain 1.50 gold from the transmogrification of
wild infusion of the sneak (resist 16%; cure physical).
You gain 1.50 gold from the transmogrification of
wild infusion of the sneak (resist 12%; cure physical).
You gain 1.50 gold from the transmogrification of
wild infusion of the psychic (resist 16%; cure mental).
You gain 1.50 gold from the transmogrification of
wild infusion of the duelist (resist 17%; cure magical).
You gain 1.50 gold from the transmogrification of
wild infusion of the duelist (resist 18%; cure magical).
You gain 1.50 gold from the transmogrification of
wild infusion of the duelist (resist 13%; cure mental).
You gain 1.50 gold from the transmogrification of
wild infusion of the duelist (resist 13%; cure mental).
You gain 1.50 gold from the transmogrification of
wild infusion of the duelist (resist 19%; cure mental).
You gain 1.00 gold from the transmogrification of
wild infusion (resist 10%; cure physical).
You gain 1.13 gold from the transmogrification of
sun infusion of the warrior (rad 6; power 83; turns 5; dispells darkness).
You gain 1.13 gold from the transmogrification of
sun infusion of the titan (rad 6; power 38; turns 5; dispells darkness).
You gain 1.13 gold from the transmogrification of
sun infusion of the sneak (rad 6; power 39; turns 4; dispells darkness).
You gain 1.13 gold from the transmogrification of
sun infusion of the sneak (rad 5; power 40; turns 3; dispells darkness).
You gain 1.12 gold from the transmogrification of
sun infusion of the psychic (rad 5; power 32; turns 4; dispells darkness).
You gain 1.13 gold from the transmogrification of
sun infusion of the psychic (rad 6; power 32; turns 4; dispells darkness).
You gain 1.12 gold from the transmogrification of
sun infusion of the psychic (rad 5; power 32; turns 4; dispells darkness).
You gain 1.13 gold from the transmogrification of
sun infusion of the duelist (rad 6; power 58; turns 3; dispells darkness).
You gain 1.13 gold from the transmogrification of
sun infusion of the duelist (rad 6; power 58; turns 4; dispells darkness).
You gain 1.19 gold from the transmogrification of
regeneration infusion of the titan (heal 115 over 5 turns).
You gain 1.18 gold from the transmogrification of
regeneration infusion of the titan (heal 111 over 5 turns).
You gain 1.18 gold from the transmogrification of
regeneration infusion of the sneak (heal 114 over 5 turns).
You gain 1.24 gold from the transmogrification of
regeneration infusion of the psychic (heal 116 over 5 turns).
You gain 1.18 gold from the transmogrification of
regeneration infusion of the duelist (heal 164 over 5 turns).
There is a way to the previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.