Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Skeleton |
Class | Reaver |
Level / Exp | 4 / 4% |
Size | medium |
Lifes / Deaths | Killed by Vonanl the human at level 4 on the 2nd Mirth 122nd year of Ascendancy at 07:16 / 1 |
Primary Stats
Strength | 24 (base 15) |
Dexterity | 21 (base 12) |
Constitution | 14 (base 14) |
Magic | 20 (base 20) |
Willpower | 18 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -66/185 |
Vim | 124/137 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 18 |
Accuracy | 24 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 24 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22.5 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 28.2 |
Crit Chance | 3% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 19.85 |
Ranged Defense | 19.85 |
Fatigue | 8 |
Physical Save | 18.3 |
Spell Save | 13.3 |
Mental Save | 12.25 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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%. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Willful Tormenter |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
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 feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
On hands | naturalist's iron gauntlets of strength (+3) (0 def, 1 armour) naturalist's iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +3 Str Changes resistances: +6% nature Changes damage: +4% nature Metal gloves protecting the hands up to the middle of the lower arm. |
On head | miner's iron helm of dexterity (+2) (0 def, 4 armour) miner's iron helm of dexterity (+2) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +2 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
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 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
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. |
In off hand | iron waraxe of erosion (11-15.4 power, 2 apr) iron waraxe of erosion (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal One-handed war axes. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
In main hand | iron mace of vileness (13-18.2 power, 2 apr) iron mace of vileness (13-18.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 6% chance to disease Damage (Melee): +5 blight Blunt and deadly. |
Inventory
balanced iron dagger of massacre (14.5-18.85 power, 5 apr) balanced iron dagger of massacre (14.5-18.85 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +4 (+2 eff.) Disarm immunity: +17% Sharp, short and deadly. |
iron waraxe (12-16.8 power, 2 apr) iron waraxe (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
iron waraxe (13-18.2 power, 2 apr) iron waraxe (13-18.2 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +2 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, 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 are 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
Log
ClicketyClackety speeds up.
ClicketyClackety casts Rune: Shielding.
A shield forms around ClicketyClackety.
Talent Drain is ready to use.
ClicketyClackety slows down.
Vonanl the human's Slime Spit hits ClicketyClackety for (114 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around ClicketyClackety crumbles.
Something hits ClicketyClackety for (16 absorbed), 75 nature (75 total damage).
ClicketyClackety casts Drain.
ClicketyClackety's Drain hits Idenosm the dwarf for 67 blight damage.
Idenosm the dwarf uses Evasion.
Idenosm the dwarf tries to evade attacks.
ClicketyClackety casts Bone Spear.
ClicketyClackety hits Idenosm the dwarf for 44 physical damage.
Talent Bone Grab is ready to use.
ClicketyClackety speeds up.
ClicketyClackety casts Rune: Phase Door.
ClicketyClackety is out of phase.
Vonanl the human uses Slime Spit.
Vonanl the human uses Oozebeam.
Saving game...