Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 | 
| Addons | Items Vault 1.1.2Donators/Buyers bonus! | 
| Campaign | Infinite | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Ghoul | 
| Class | Sun Paladin | 
| Level / Exp | 5 / 73% | 
| Size | medium | 
| Lifes / Deaths | Killed by minotaur at level 5 on the 78th Pyre 122nd year of Ascendancy at 09:300 / 4 Killed by minotaur at level 5 on the 78th Pyre 122nd year of Ascendancy at 10:17 Killed by minotaur at level 5 on the 78th Pyre 122nd year of Ascendancy at 11:01 Killed by minotaur at level 5 on the 78th Pyre 122nd year of Ascendancy at 12:08 | 
Primary Stats
| Strength | 29.752612745299 (base 21) | 
| Dexterity | 11 (base 10) | 
| Constitution | 22.752612745299 (base 13) | 
| Magic | 20 (base 20) | 
| Willpower | 8 (base 10) | 
| Cunning | 8 (base 10) | 
Resources
| Life | -6/228 | 
| Positive | 51/52 | 
| Stamina | 107/107 | 
| Healing Factor | 1 | 
| Regeneration | 3 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
Offense: Mainhand
| Damage | 17 | 
| Accuracy | 5 | 
| Crit Chance | 3% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 20 | 
| Crit Chance | 0% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 8.8 | 
| Crit Chance | 0% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 15.62 (59.10447761194%) | 
| Defense | 6.35 | 
| Ranged Defense | 10.35 | 
| Fatigue | 18 | 
| Physical Save | 18.37682892171 | 
| Spell Save | 9.8 | 
| Mental Save | 5.6 | 
Defense: Resistances
| Lightning | + 17%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 80% | 
| Instadeath Resistance | 100% | 
Inscriptions (2/3)
| Runes | Effective talent level: 1.0Rune: Phase Door Use 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: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. | 
Class Talents
| Celestial / Combat | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.10 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Undead / Ghoul | 1.10 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.10 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Weapon of Light | 
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions.Confused | 
Quests
| You have entered the Infinite Dungeon. There is no going back now.The Infinite Dungeon Go deep, fight, win or die in a blaze of glory! | active | 
Equipment
| Tool | iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 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. | 
| Main armor | 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. | 
| In off hand | reinforced iron shield of lightning resistance (+17%) (4 def, 7 armour, 10 dam, 38 block)reinforced iron shield of lightning resistance (+17%) (4 def, 7 armour, 10 dam, 38 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +38 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices | 
| In main hand | arcing iron waraxe (7-9.8 power, 2 apr)arcing iron waraxe (7-9.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.0 - 9.8 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% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning One-handed war axes. | 
| Light source | brass lanternbrass lantern 2.00 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. | 
Inventory
| iron mace (7.5-10.5 power, 2 apr)iron mace (7.5-10.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.5 - 10.5 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% Blunt and deadly. | 
| This item will automatically be transmogrified when you leave the level.linen robe (0 def, 0 armour) linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.linen robe of nature (+16%) (0 def, 0 armour) linen robe of nature (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% nature Changes damage: +11% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| This item will automatically be transmogrified when you leave the level.insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating 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: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% cold / +5% fire A pair of boots made of leather. | 
| iron shield (4 def, 2 armour, 11 dam, 16.5 block)iron shield (4 def, 2 armour, 11 dam, 16.5 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: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +16 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices | 
| Transmogrification ChestTransmogrification Chest Powered 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. | 
| supercharged iron torque of thermal psionic shield [power 33]  (30 cooldown)supercharged iron torque of thermal psionic shield [power 33]  (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 33 for 6 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. | 
| 2 citrine2 citrine 0.00 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 Gems can be sold for money or used in arcane rituals. | 
Achievements
Log
Poison from Thief hits Manugarand for 12 nature damage.
Manugarand casts Healing Light.
Manugarand receives 133 healing.
Thief hits Manugarand for 7 physical, 5 light, 5 fire, 6 physical, 5 fire (28 total damage).
Talent Searing Light is ready to use.
Numbing Poison from Thief hits Manugarand for 11 nature damage.
Poison from Thief hits Manugarand for 12 nature damage.
Manugarand hits Thief for 13 physical, 5 lightning, 9 light (27 total damage).
Thief hits Manugarand for 8 physical, 5 light, 5 fire, 4 physical, 5 fire (28 total damage).
Manugarand stops being poisoned.
Numbing Poison from Thief hits Manugarand for 11 nature damage.
Manugarand casts Searing Light.
Manugarand hits Thief for 24 light damage.
Thief hits Manugarand for 9 physical, 5 light, 5 fire, 5 physical, 5 fire (29 total damage).
Numbing Poison from Thief hits Manugarand for 11 nature damage.
Manugarand's light area effect hits Thief for 12 light damage.
Manugarand's light area effect killed Thief!
Minotaur uses Warshout.
Manugarand wanders around!.
Numbing Poison from Thief hits Manugarand for 11 nature damage.
Minotaur casts Rune: Shielding.
A shield forms around minotaur.
Manugarand is no longer poisoned.
Manugarand's light area effect hits Minotaur for (13 absorbed), 0 light (0 total damage).
Saving game...
