Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 4 / 44% |
Size | big |
Lifes / Deaths | Killed by lesser vampire at level 4 on the 77th Pyre 122nd year of Ascendancy at 16:21 / 1 |
Primary Stats
Strength | 34 (base 26) |
Dexterity | 15 (base 13) |
Constitution | 17 (base 12) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -8/190 |
Stamina | 89/89 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 41 |
Accuracy | 26 |
Crit Chance | 0% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 13.8 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 44.836972985663 (81.030927835052%) |
Defense | 24.626604299486 |
Ranged Defense | 26.626604299486 |
Fatigue | 26 |
Physical Save | 24.925 |
Spell Save | 22.7 |
Mental Save | 20.2 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Shield Wall |
beneficial effect | The target is recovering 16 life each turn. Recovery |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On hands | iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Spell save: +5 Size category: +1 A belt that goes around your waist. |
In main hand | slime-covered iron mace of massacre (18-25.2 power, 2 apr) slime-covered iron mace of massacre (18-25.2 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 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% On weapon hit: * Slows global speed by 6% Blunt and deadly. |
Main armor | spiked iron mail armour (2 def, 4 armour) spiked iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 11 physical A suit of armour made of mail. |
In off hand | iron shield (4 def, 2 armour, 9.5 dam, 22.5 block) iron shield (4 def, 2 armour, 9.5 dam, 22.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Giladosus' copper amulet 'Giladosus'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% temporal Changes damage: +3% physical Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the titan (rad 5; power 40; turns 3; dispells darkness)sun infusion of the titan (rad 5; power 40; turns 3; 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 40) for 3 turns. Its effects scale with your Constitution 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. phase door rune of the duelist (range 7; power 19; dur 4)phase door rune of the duelist (range 7; power 19; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. 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. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger (10-13 power, 5 apr)acidic iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger (10.5-13.65 power, 5 apr)iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron greatmaul (18.5-27.75 power, 1 apr)flaming iron greatmaul (18.5-27.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed mauls. |
iron longsword (10-14 power, 2 apr) iron longsword (10-14 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword (11-15.4 power, 2 apr)iron longsword (11-15.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage)mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mental save: +2 Maximum psi: +11.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe (12-16.8 power, 2 apr)balanced iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 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% When wielded/worn: Accuracy: +5 Defense: +6 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful iron waraxe (12-16.8 power, 2 apr)hateful iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 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% Damage (Melee): +6 darkness Damage against: +6% Living One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cleansing rough leather belt of the giantscleansing rough leather belt of the giants Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +5% acid / +5% blight Spell save: +5 Size category: +1 A belt that goes around your waist. |
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 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. |
2 agate 2 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
ametrine 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. |
Achievements
Log
Ran for 2 turns (stop reason: didn't move).
Resting starts...
Rested for 28 turns (stop reason: all resources and life at maximum).
Infi picks up (e.): flaming iron greatmaul (18.5-27.75 power, 1 apr).
Infi picks up (j.): hateful iron waraxe (12-16.8 power, 2 apr).
Ran for 102 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: dialog is displayed).
Ran for 3 turns (stop reason: interesting terrain).
Infi resists the mind attack!
Infi is recovering from the damage!
infi hits Skeleton warrior for 10 physical damage.
Something hits infi for 101 arcane damage.
Skeleton warrior hits infi for 11 physical, 4 mind (15 total damage).
Something misses infi.
infi receives 16 healing.
Skeleton warrior slows down.
infi hits Skeleton warrior for 43 physical damage.
Skeleton warrior uses Stunning Blow.
Infi resists the mind attack!
Infi resists the stunning blow!
Lesser vampire casts Invoke Darkness.
Saving game...