Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 4 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 4 on the 1st Mirth 122nd year of Ascendancy at 18:14 / 3Killed by SkelReaver's Inner Demon at level 4 on the 1st Mirth 122nd year of Ascendancy at 19:30 Killed by SkelReaver's Inner Demon at level 4 on the 1st Mirth 122nd year of Ascendancy at 20:18 |
Primary Stats
| Strength | 23.944033603778 (base 14) |
| Dexterity | 21.944033603778 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 26 (base 26) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 181/181 |
| Vim | 82/112 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 24 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 5.1804117613224 |
| Ranged Defense | 5.1804117613224 |
| Fatigue | 6 |
| Physical Save | 12.930411761322 |
| Spell Save | 12.6 |
| Mental Save | 7 |
Defense: Resistances
| Darkness | + 9%( 70%) |
| Light | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 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: 14 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. |
Class Talents
| Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 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
| 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 | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| Around neck | starlit copper amulet of constitution (+3) starlit copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% darkness / +12% light Blindness immunity: +20% Amulets can have magical properties. |
| In main hand | elm vilestaff of might (10-12 power, 2 apr, blight damage) elm vilestaff of might (10-12 power, 2 apr, blight 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: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Inventory
iron mace of massacre (12.5-17.5 power, 2 apr) iron mace of massacre (12.5-17.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
surging elm vilestaff (10-12 power, 2 apr, blight damage) surging elm vilestaff (10-12 power, 2 apr, blight 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: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
iron waraxe (5.5-7.7 power, 2 apr) iron waraxe (5.5-7.7 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (6-8.4 power, 2 apr) iron waraxe (6-8.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
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. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
38 alchemist agate 38 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. |
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. |
Rod of Recall (1/1) 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, costing 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 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 old Sher'tul places of power, any items dropped inside is 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. |
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. |
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
Log
SkelReaver picks up (c.): mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage).
SkelReaver picks up (c.): mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage).
SkelReaver picks up (k.): mindwoven linen robe of the mountain (+11%) (0 def, 0 armour).
SkelReaver picks up (g.): elm magestaff of fate (10-12 power, 2 apr, cold damage).
SkelReaver picks up (h.): elm magestaff of might (10-12 power, 2 apr, lightning damage).
SkelReaver picks up (n.): tormentor's linen robe (0 def, 0 armour).
SkelReaver picks up (q.): 38 alchemist agate.
SkelReaver picks up (r.): iron pickaxe of Reknor (dig speed 18 turns).
Talent Dig is ready to use.
SkelReaver picks up (g.): cruel elm vilestaff of might (10-12 power, 2 apr, blight damage).
SkelReaver picks up (n.): linen robe of chaos (0 def, 0 armour).
SkelReaver picks up (b.): warbringer's iron greatmaul of crippling (12-18 power, 1 apr).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
You gain 1.12 gold from the transmogrification of iron pickaxe of Reknor (dig speed 18 turns).
You gain 5.10 gold from the transmogrification of enlightening rough leather armour of Eyal (1 def, 2 armour).
You gain 4.47 gold from the transmogrification of tormentor's linen robe (0 def, 0 armour).
You gain 1.06 gold from the transmogrification of mindwoven linen robe of the mountain (+11%) (0 def, 0 armour).
You gain 4.73 gold from the transmogrification of linen robe of chaos (0 def, 0 armour).
You gain 1.31 gold from the transmogrification of elm magestaff of might (10-12 power, 2 apr, lightning damage).
You gain 1.47 gold from the transmogrification of elm magestaff of fate (10-12 power, 2 apr, cold damage).
You gain 2.94 gold from the transmogrification of cruel elm vilestaff of might (10-12 power, 2 apr, blight damage).
You gain 2.78 gold from the transmogrification of summoner's mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage).
You gain 2.04 gold from the transmogrification of radiant mossy mindstar of life (3-3.3 power, 12 apr, nature damage).
You gain 0.66 gold from the transmogrification of mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage).
You gain 0.66 gold from the transmogrification of mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage).
You gain 5.40 gold from the transmogrification of warbringer's iron greatmaul of crippling (12-18 power, 1 apr).
You gain 1.15 gold from the transmogrification of arcing iron greatmaul of massacre (16-24 power, 1 apr).
You feel very confident walking into this place.
