Drunk Melm the level 8 Cornac Archmage by blelm

Character

GameTales of Maj'Eyal: Age of Ascendancy 1.5.3
Addons
CampaignMaj'Eyal
ModeNightmare Roguelike
SexMale
RaceCornac
ClassArchmage
Level / Exp8 / 90%
Sizemedium
Lifes / Deaths

Primary Stats

Strength10 (base 10)
Dexterity13 (base 10)
Constitution10 (base 10)
Magic34 (base 32)
Willpower24 (base 20)
Cunning15 (base 11)

Resources

Life-2/192
Mana132/143
Healing Factor1.1
Regeneration0.275

Speed

Mental0%
Attack0%
Movement+10%
Spell0%
Global+100%

Vision

Sight10
Lite4
See Stealth4.049642211483
See Invisible18.412098717076

Offense: Mainhand

Damage14
Accuracy7
Crit Chance4%
APR3
Speed1.00

Offense: Spell

Spellpower33
Crit Chance11%
Speed1

Offense: Mind

Mindpower24
Crit Chance2%
Speed1

Defense: Base

Armour (hardiness)8 (30%)
Defense2
Ranged Defense2
Fatigue0
Physical Save13
Spell Save23
Mental Save20

Defense: Immunities

Disarm Resistance15%
Poison Resistance20%
Instadeath Resistance100%

Inscriptions (3/3)

Infusions
Runes
Runes

Class Talents

Spell / Arcane1.30
1/5
1/5
0/5
0/5
Spell / Phantasm1.30
0/5
0/5
0/5
0/5
Spell / Earth1.30
0/5
0/5
0/5
0/5
Spell / Fire1.30
4/5
1/5
1/5
0/5
Spell / Water1.30
0/5
0/5
0/5
0/5
Spell / Temporal1.30
1/5
5/5
0/5
0/5
Spell / Air1.30
0/5
0/5
0/5
0/5

Generic Talents

Spell / Aegis1.30
1/5
1/5
1/5
0/5
Spell / Conveyance1.30
3/5
1/5
0/5
0/5
Spell / Divination1.30
1/5
1/5
0/5
0/5

Effects

talent
talent
talent

Quests

active
done
failed
active
active
failed
active

Equipment

On feet
On hands
Main armor
On head
Light source
Cloak
In main hand

Inventory

Achievements

Log


Drunk Melm picks up (c.):
iron mace (11.5-16.1 power, 2 apr).
Talent Manathrust is ready to use.

Resting starts...

Talent Flame is ready to use.
The fabric of time around Drunk Melm stabilizes to normal.

The powerful time-altering energies generate a restoration field on Drunk Melm.

Talent Rune: Shielding is ready to use.
The fabric of time around Drunk Melm returns to normal.

Talent Time Shield is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).


Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).

Drunk Melm picks up (o.):
grounding rough leather cap of strength (+2) (0 def, 1 armour).
Ran for 4 turns (stop reason: at door).


Resting starts...

Rested for 0 turns (stop reason: all resources and life at maximum).

Ran for 2 turns (stop reason: taken damage).

Something hits
Drunk Melm for 41 physical, 27 physical, 5 darkness (73 total damage).
Drunk Melm hits Something for 4 mind, 8 mind (12 total damage).

Drunk Melm casts Flame.

Bandit is on fire!

Drunk Melm hits Bandit for 96 fire damage.
Burning from Drunk Melm hits Bandit for
32 fire damage.
Bandit performs a melee critical strike against Drunk Melm!
Saving game...