Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.45 |
Addons | Items Vault 0.9.45 Stone Wardens DLC Class 0.9.45 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Shadowblade |
Level / Exp | 4 / 13% |
Size | medium |
Lifes / Deaths | Killed by skeleton warrior at level 1 on the 75th Pyre 122nd year of Ascendancy at 14:53 0 / 2Killed by ghoul at level 4 on the 77th Pyre 122nd year of Ascendancy at 17:53 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 19 (base 13) |
Constitution | 10 (base 10) |
Magic | 14 (base 14) |
Willpower | 10 (base 10) |
Cunning | 18 (base 18) |
Resources
Life | 142/142 |
Mana | 118/118 |
Stamina | 109/109 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 15 |
Accuracy | 22 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 8 |
Accuracy | 22 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 19.2 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Lightning | +13% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 4.15 |
Ranged Defense | 4.15 |
Fatigue | 2 |
Physical Save | 8.75 |
Spell Save | 8.4 |
Mental Save | 9.8 |
Defense: Resistances
Temporal | + 10%( 70%) |
Lightning | + 26%( 70%) |
Light | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Bleed Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
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. |
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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 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
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
detrimental effect | There is no gravity here, you float in the air. Movement three times as slow, any melee or archery blows have a chance to knockback. Maximum encumberance is greatly increased. Zero Gravity |
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
On hands | storm rough leather gloves (0 def, 1 armour) storm rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
Around neck | anchoring copper amulet anchoring copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Knockback immunity: +20% Amulets can have magical properties. |
In main 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% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
In off hand | iron dagger (5-6.5 power, 5 apr) iron dagger (5-6.5 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
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. |
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. |
Inventory
This item will automatically be transmogrified when you leave the level. warrior's wild infusion (resist 14%; cure physical)warrior's wild infusion (resist 14%; cure physical) 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. Its effects scale with your Strength stat. 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. |
This item will automatically be transmogrified when you leave the level. iron battleaxe of phasing (7.5-11.25 power, 9 apr)iron battleaxe of phasing (7.5-11.25 power, 9 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 7.5 - 11.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic iron greatmaul (11-16.5 power, 1 apr)acidic iron greatmaul (11-16.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword of paradox (13-20.8 power, 1 apr)acidic iron greatsword of paradox (13-20.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 temporal / +6 acid When wielded/worn: Damage when the wearer is hit: 6 temporal Changes resistances: +6% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elm vilestaff (10-12 power, 2 apr, darkness damage)elm vilestaff (10-12 power, 2 apr, darkness damage) Requires: - Magic 11 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: Darkness Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. iron waraxe of massacre (10.5-14.7 power, 2 apr)iron waraxe of massacre (10.5-14.7 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. iron plate armour (3 def, 7 armour)iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% A suit of armour made of metal plates. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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 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. |
3 citrine 3 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
Revenir hits ghoul for 10 physical, 6 lightning, 9 darkness, 18 physical, 6 lightning, 9 darkness damage (total 54.82).
The shield around Revenir crumbles.
Ghoul diseases Revenir.
Revenir is afflicted by a rotting disease!
Ghoul hits Revenir for 18 physical damage.
Ghoul hits Revenir for 20 blight damage.
Ghoul hits Revenir for 20 blight damage.
Ghoul hits Revenir for 16 blight damage.
Ghoul hits Revenir for 16 blight damage.
Ghoul hits Revenir for 16 blight damage.
Talent Dirty Fighting is ready to use.
Ghoul hits Revenir for 16 blight damage.
Ghoul hits Revenir for 16 blight damage.
Talent Rune: Shielding is ready to use.
Ghoul hits Revenir for 16 blight damage.
Ghoul killed Revenir!
Revenir the level 4 skeleton shadowblade was debilitated by noxious blight before falling to death by a ghoul on level 1 of Blighted Ruins.
You have no more lives left.
Revenir is free from the rotting disease.
Revenir deactivates Shadow Combat.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.