Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 | 
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.4.8Donators/Buyers bonus! Steamtech UI 1.1.4  | 
| Campaign | Infinite | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Higher | 
| Class | Marauder | 
| Level / Exp | 8 / 100% | 
| Size | medium | 
| Lifes / Deaths | Killed by greater multi-hued wyrm at level 8 on the 3rd Mirth 122nd year of Ascendancy at 08:44  / 1 | 
Primary Stats
| Strength | 105 (base 100) | 
| Dexterity | 103 (base 100) | 
| Constitution | 100 (base 100) | 
| Magic | 103 (base 100) | 
| Willpower | 105 (base 100) | 
| Cunning | 100 (base 100) | 
Resources
| Life | -117/279 | 
| Stamina | 28/91 | 
| Healing Factor | 1.21 | 
| Regeneration | 10.9505 | 
Speed
| Mental | -10% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 2 | 
| Infravision | 11 | 
| See Stealth | 5 | 
| See Invisible | 9 | 
Offense: Mainhand
| Damage | 102 | 
| Accuracy | 82 | 
| Crit Chance | 75% | 
| APR | 20 | 
| Speed | 1.11 | 
Offense: Offhand
| Damage | 81 | 
| Accuracy | 82 | 
| Crit Chance | 76% | 
| APR | 23 | 
| Speed | 1.11 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 44% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 57 | 
| Crit Chance | 44% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 7 (66.116504854369%) | 
| Defense | 69 | 
| Ranged Defense | 70 | 
| Fatigue | 6.0231307154384 | 
| Physical Save | 49 | 
| Spell Save | 51 | 
| Mental Save | 51 | 
Defense: Resistances
| All | + 35%( 70%) | 
Defense: Immunities
| Confusion Resistance | 79% | 
| Stun Resistance | 57% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 30% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect.  | 
Class Talents
| Technique / Combat veteran | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Dual weapons | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Field control | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Thuggery | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Higher | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Daunting Presence | 
| talent | Precise Strikes | 
| talent | Precision | 
| detrimental effect | The target is on fire, taking 25.20 fire damage per turn. Burning | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| beneficial effect | The target is recovering 34 life each turn. Recovery | 
| beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 8 damage from the next 2.3 attack(s). Parrying | 
| beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression | 
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
| On feet | pair of hardened leather boots of uncanny dodging (2 def, 3 armour) pair of hardened leather boots of uncanny dodging (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% A pair of boots made of leather.  | 
| Quiver | Runagadur (22/22, 109% power, 1 apr) Runagadur (22/22, 109% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 109% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 22 Damage (Ranged): +12 mind Shots are used with slings to pummel your foes to death.  | 
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +41.00 Light radius: +2 Healing mod.: +10% 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 | insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +5% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.  | 
| On fingers | psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties.  | 
| On fingers | copper ring 'Shockkiss' copper ring 'Shockkiss'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes damage: +9% lightning Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties.  | 
| Around waist | blurring drakeskin leather belt of life blurring drakeskin leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +13 (+5 eff.) Stealth bonus: +5 Life regen: +1.30 Healing mod.: +11% A belt that goes around your waist.  | 
| In main hand | iron longsword of projection (102% power, 2 apr) iron longsword of projection (102% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x 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% Damage (Melee): +6 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly.  | 
| On hands | temporal rough leather gloves of dexterity (+2) (0 def, 1 armour) temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes stats: +2 Dex Changes resistances: +5% temporal Changes damage: +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| In off hand | manaburning iron dagger of dampening (100% power, 5 apr) manaburning iron dagger of dampening (100% power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x 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 hit: * 9 arcane resource burn When wielded/worn: Changes resistances: +7% acid / +6% fire / +7% cold / +6% lightning Spell save: +4 (+2 eff.) Sharp, short and deadly.  | 
| Main armor | linen robe 'Uledor' (0 def, 0 armour) linen robe 'Uledor' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +16% darkness Changes damage: +11% darkness See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Around neck | copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties.  | 
Inventory
This item will automatically be transmogrified when you leave the level. thought-forged steel mace of projection (108% power, 3 apr)thought-forged steel mace of projection (108% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +11 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly.  | 
This item will automatically be transmogrified when you leave the level. manaburning vined mindstar of balance (87% power, 18 apr, mind damage)manaburning vined mindstar of balance (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Changes resistances: +2% arcane Physical save: +2 (+0 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. temporal rough leather gloves of magic (+3) (0 def, 1 armour)temporal rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +3 Mag Changes resistances: +5% temporal Changes damage: +4% arcane / +3% temporal 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. grounding rough leather cap of dexterity (+2) (0 def, 1 armour)grounding rough leather cap of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% lightning / +6% temporal A cap made of leather.  | 
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
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.  | 
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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.  | 
This item will automatically be transmogrified when you leave the level. supercharged steel torque of kinetic psionic shield [power 63]  (14 cooldown)supercharged steel torque of kinetic psionic shield [power 63] (14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers.  | 
elm totem of cure ailments 'Gleammarrow' [power 1]  (4 cooldown) elm totem of cure ailments 'Gleammarrow' [power 1]  (4 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +3% darkness It can be used to remove up to 1 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power.  | 
2 citrine 2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
Log
Kannut uses Infusion: Wild.
Kannut lessens the pain.
Kannut rushes out!
Kannut performs a melee critical strike against Greater multi-hued wyrm!
Greater multi-hued wyrm hits Kannut for 3 lightning, 3 fire, 3 cold, 3 acid, 3 lightning, 3 fire, 3 cold, 3 acid (25 total damage).
Kannut hits Greater multi-hued wyrm for 131 physical, 6 mind, 6 temporal, 52 physical, 0 arcane, 6 temporal (202 total damage).
Kannut uses Dirty Fighting.
Kannut performs a melee critical strike against Greater multi-hued wyrm!
Greater multi-hued wyrm resists the stun and Kannut quickly regains its footing!
Greater multi-hued wyrm hits Kannut for 3 lightning, 3 fire, 3 cold, 3 acid, 3 lightning, 3 fire, 3 cold, 3 acid (25 total damage).
Kannut hits Greater multi-hued wyrm for 74 physical, 6 mind, 6 temporal, 42 physical, 0 arcane, 6 temporal (134 total damage).
Kannut uses Dual Strike.
Kannut performs a melee critical strike against Greater multi-hued wyrm!
Greater multi-hued wyrm resists the stunning strike!
Kannut performs a melee critical strike against Greater multi-hued wyrm!
Greater multi-hued wyrm hits Kannut for 3 lightning, 3 fire, 3 cold, 3 acid, 3 lightning, 3 fire, 3 cold, 3 acid (25 total damage).
Kannut hits Greater multi-hued wyrm for 132 physical, 0 arcane, 6 temporal, 177 physical, 6 mind, 6 temporal (327 total damage).
Kannut uses Skullcracker.
Greater multi-hued wyrm wanders around!.
Greater multi-hued wyrm hits Kannut for 3 lightning, 3 fire, 3 cold, 3 acid (12 total damage).
Kannut hits Greater multi-hued wyrm for 105 physical, 6 temporal (112 total damage).
Multi-hued drake breathes fire!
Kannut is recovering from the damage!
Greater multi-hued wyrm's morale has been lowered.
Kannut is on fire!
Greater multi-hued wyrm is on fire!
Greater multi-hued wyrm breathes sand!
Saving game...
