
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 17 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Rtni the Bringer of Doom at level 13 on the 64th Dusk 122nd year of Ascendancy at 02:16 0 / 5Killed by Rtni the Bringer of Doom at level 13 on the 64th Dusk 122nd year of Ascendancy at 10:12 Killed by Rtni the Bringer of Doom at level 13 on the 64th Dusk 122nd year of Ascendancy at 14:21 Killed by dredge at level 15 on the 72nd Dusk 122nd year of Ascendancy at 07:20 Killed by Rtni the Bringer of Doom at level 17 on the 14th Haze 122nd year of Ascendancy at 09:35 |
Primary Stats
| Strength | 40.252931520016 (base 25) |
| Dexterity | 32.252931520016 (base 16) |
| Constitution | 24 (base 15) |
| Magic | 47 (base 41) |
| Willpower | 18 (base 16) |
| Cunning | 10 (base 10) |
Resources
| Life | 586/586 |
| Vim | 164/164 |
| Healing Factor | 1 |
| Regeneration | 1.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.3 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +3% |
| Light | +3% |
| Physical | +6% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 24.894263016003 |
| Ranged Defense | 26.394263016003 |
| Fatigue | 6 |
| Physical Save | 37.744263016003 |
| Spell Save | 31.875 |
| Mental Save | 20.4 |
Defense: Resistances
| Arcane | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 4 turns. Its effects scale with your Strength stat. |
| 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 120 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of rough leather boots of uncanny dodging (3 def, 1 armour) blood-soaked pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 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. |
| On head | Aluregas the Shimmerlore (0 def, 4 armour) Aluregas the Shimmerlore (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +7 Dex Damage when the wearer is hit: 16 lightning Changes resistances: +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Morningquencher the voratun gauntlets (0 def, 3 armour) Morningquencher the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +3 Changes stats: +4 Con Damage when the wearer hits(melee): 4 light Changes damage: +3% light Critical mult.: +32.00% Physical save: +18 Spell save: +10 Mental save: +4 Life regen: +1.00 Stamina each turn: +1.40 Maximum stamina: +29.00 Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Hathumadar (dig speed 11 turns) Hathumadar (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Damage when the wearer hits(melee): 2 blight Changes resistances penetration: +5% blight Changes damage: +3% arcane / +6% blight Maximum life: +26.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's steel ring of power savior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Physical save: +7 Spell save: +6 Mental save: +7 Spellpower: +7 Mindpower: +5 Rings can have magical properties. |
| On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +9 Defense: +7 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | flaming dwarven-steel mace of rage (26-36.4 power, 4 apr) flaming dwarven-steel mace of rage (26-36.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +5 fire When wielded/worn: Accuracy: +7 Changes stats: +1 Str Changes damage: +6% physical Stamina when hit: +1.00 Blunt and deadly. |
| Around waist | Flashpain FlashpainPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 Fatigue: -6% Changes stats: +3 Dex / +2 Mag / +1 Con Changes resistances penetration: +5% lightning Maximum encumbrance: +31 Physical save: +8 Spell save: +5 Mindpower: +5 A belt that goes around your waist. |
| In off hand | elemental dwarven-steel mace of the mystic (25-35 power, 4 apr) elemental dwarven-steel mace of the mystic (25-35 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 11% fire / 15% cold / 10% lightning / 12% acid When wielded/worn: Changes stats: +3 Mag / +2 Wil Spellpower: +7 Blunt 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 | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.00(-) Cunning / Stealth Confusion immunity: +30% Fear immunity: +30% Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
spellcowled linen cloak of sorcery (1 def, 0 armour) spellcowled linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +4 Mag / +4 Wil Spell save: +6 Maximum mana: +41.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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. |
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. |
Achievements
Exterminator
Killed 1000 creatures.By Falkner the Skeleton Reaver level 14
71st Dusk 122nd year of Ascendancy at 12:59 see stats
Level 10
Got a character to level 10.By Falkner the Skeleton Reaver level 10
6th Dusk 122nd year of Ascendancy at 13:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Falkner the Skeleton Reaver level 12
57th Dusk 122nd year of Ascendancy at 22:56 see stats
The Arena
Unlocked Arena mode.By Falkner the Skeleton Reaver level 7
7th Mirth 122nd year of Ascendancy at 23:26 see stats
The secret city
Discovered the truth about mages.By Falkner the Skeleton Reaver level 7
9th Mirth 122nd year of Ascendancy at 07:23 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Falkner the Skeleton Reaver level 15
75th Dusk 122nd year of Ascendancy at 03:56 see stats
Log
Falkner casts Rune: Phase Door.
Falkner is out of phase.
Talent Rune: Shielding is ready to use.
Talent Bone Spear is ready to use.
Falkner stops burning.
Your shield crumbles under the damage!
The shield around Falkner crumbles.
Falkner is on fire!
Rtni the Bringer of Doom's Flame hits Falkner for (51 absorbed), 36 fire (36 total damage).
Burning from Rtni the Bringer of Doom hits Falkner for 29 fire damage.
Rtni the Bringer of Doom casts Searing Light.
Rtni the Bringer of Doom hits Falkner for 74 light damage.
Burning from Rtni the Bringer of Doom hits Falkner for 29 fire damage.
Rtni the Bringer of Doom rushes out!
Falkner is dazed!
Falkner hits Rtni the Bringer of Doom for 9 lightning, 5 light (14 total damage).
Rtni the Bringer of Doom hits Falkner for 106 physical damage.
Falkner the level 17 skeleton reaver was dissected to death by Rtni the Bringer of Doom on level 3 of Old Forest.
You have no more lives left.
Falkner stops burning.
Falkner is not dazed anymore.
Falkner deactivates Ruin.
Falkner deactivates Chant of Fortitude.
Falkner is no longer out of phase.
Falkner deactivates Willful Tormenter.
Falkner deactivates Bone Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
