Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Necromancer |
| Level / Exp | 27 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 27 on the 77th Pyre 122nd year of Ascendancy at 07:49 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 54 (base 49) |
| Willpower | 13 (base 13) |
| Cunning | 36 (base 36) |
Resources
| Life | -121/440 |
| Mana | 80/130 |
| Souls | 10/10 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 11 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43.666666666667 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.75 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 13 (35%) |
| Defense | 8.3 |
| Ranged Defense | 8.3 |
| Fatigue | 3 |
| Physical Save | 13.975 |
| Spell Save | 30.4875 |
| Mental Save | 20.3375 |
Defense: Resistances
| Darkness | + 40%( 70%) |
| Physical | + 7%( 70%) |
| Light | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 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: 15 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Will o' the Wisp |
| talent | Premonition |
| talent | Necrotic Aura |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Reduces darkness damage received by 16%. Premonition Shield |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour) scholar's pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 A pair of boots made of leather. |
| On hands | stone warden's hardened leather gloves (0 def, 10 armour) stone warden's hardened leather gloves (0 def, 10 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Armour Hardiness: +5% Changes stats: +2 Con Changes resistances: +8% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | shielding cashmere wizard hat of light (+15%) (2 def, 0 armour) shielding cashmere wizard hat of light (+15%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% light Changes damage: +10% light Spell save: +6 A pointy cloth hat, very wizardly... |
| Tool | supercharged dwarven-steel torque of clear mind [power 3] (25 cooldown) supercharged dwarven-steel torque of clear mind [power 3] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 25 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Defense: +3 It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | wizard's voratun ring of darkness (+24%) wizard's voratun ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +6 Rings can have magical properties. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
| In main hand | yew starstaff of fate (20-24 power, 4 apr, temporal damage) yew starstaff of fate (20-24 power, 4 apr, temporal damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Physical save: +4 Spell save: +5 Mental save: +3 Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| 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. |
| Around waist | spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Lck / +2 Mag Trap disarming bonus: +10 Stealth bonus: +5 Mana each turn: +0.24 Maximum mana: +23.00 Infravision radius: +2 A belt that goes around your waist. |
Inventory
sun infusion (rad 6; power 21; turns 4; dispells darkness) sun infusion (rad 6; power 21; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
lightning rune (163 lightning damage) lightning rune (163 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 54.33 to 163.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
inertial steel amulet of the fish inertial steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% cold Allows you to breathe in: water Pinning immunity: +23% Stamina each turn: +0.50 Amulets can have magical properties. |
marksman's gold ring of misery marksman's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Changes stats: +1 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 20%. Rings can have magical properties. |
cruel elm vilestaff of illumination (10-12 power, 2 apr, acid damage) cruel elm vilestaff of illumination (10-12 power, 2 apr, acid damage)Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 65.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of fate (10-12 power, 2 apr, cold damage) elm magestaff of fate (10-12 power, 2 apr, cold damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Physical save: +3 Spell save: +3 Mental save: +2 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of might (18-21.6 power, 3 apr, darkness damage) potent ash starstaff of might (18-21.6 power, 3 apr, darkness damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of illumination (10-12 power, 2 apr, cold damage) shimmering elm magestaff of illumination (10-12 power, 2 apr, cold damage)Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Maximum mana: +30.00 Spellpower: +3 Spell crit. chance: +1% Light radius: +1 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 65.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 36 power out of 40/40) : Effective talent level: 1.8 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 22% chance to completely evade them for 6 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
grounding hardened leather cap of strength (+2) (0 def, 3 armour) grounding hardened leather cap of strength (+2) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str Changes resistances: +7% lightning / +6% temporal A cap made of leather. |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Physical save: +5 A pointy cloth hat, very wizardly... |
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. |
221 alchemist agate 221 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 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% Gems can be sold for money or used in arcane rituals. |
bright yew wand of firewall [power 157] (6 cooldown) bright yew wand of firewall [power 157] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 157 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick yew wand of firewall [power 105] (5 cooldown) quick yew wand of firewall [power 105] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 105 overall), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Newly picked up shadowy elven-wood wand of detection [power 10] (14 cooldown)shadowy elven-wood wand of detection [power 10] (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to detect the presence of creatures around you (rad 10), placing all other charms into a 14 cooldown. When used: 100% chance to regenerate 6 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Skellymancer the Skeleton Necromancer level 21
76th Pyre 122nd year of Ascendancy at 06:50 see stats
Level 10
Got a character to level 10.By Skellymancer the Skeleton Necromancer level 10
75th Pyre 122nd year of Ascendancy at 00:58 see stats
Level 20
Got a character to level 20.By Skellymancer the Skeleton Necromancer level 20
76th Pyre 122nd year of Ascendancy at 00:56 see stats
Log
Cutpurse is on fire!
Skeleton mage hits cutpurse for 83 fire damage.
Cutpurse performs a critical strike!
Skeleton mage hits cutpurse for 28 fire damage.
Cutpurse hits vampire for 32 physical damage.
Cutpurse killed vampire!
Cutpurse hits will o' the wisp for 13 physical damage.
Blood mage casts Curse of Vulnerability.
Will o' the wisp is cursed.
Ghoulking bites poison into shadowblade.
Shadowblade is poisoned!
Ghoulking hits shadowblade for 36 nature damage.
Ghast hits skeleton warrior for 15 physical damage.
Master vampire uses Stun.
Rogue evades master vampire.
Rogue performs a critical strike!
Skeleton warrior uses Stunning Blow.
Skeleton warrior performs a critical strike!
Your shield crumbles under the damage!
The shield around Skellymancer crumbles.
Skellymancer is stunned!
Skeleton warrior hits Skellymancer for 275 physical damage.
Skeleton warrior killed Skellymancer!
Rogue hits skeleton mage for 4 fire damage.
Rogue hits Skellymancer for 0 fire damage.
Rogue killed Skellymancer!
Rogue hits will o' the wisp for 49 physical, 15 physical, 5 fire damage (total 66.34).
Rogue hits master vampire for 4 fire damage.
Skellymancer the level 27 skeleton necromancer was battered to death by a skeleton warrior on level 30 of The Arena.
