Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | ZOmnibus Addon Pack 1.0.4 Infinite500: Revised high level play for ToME v1.10e 1.0.4 Items Vault 1.0.3 Adventurer Plus Addon 1.0.4 |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Hero |
| Level / Exp | 6 / 84% |
| Size | small |
| Lifes / Deaths | Killed by venom drake hatchling at level 5 on the 77th Pyre 122nd year of Ascendancy at 13:34 1 / 3Killed by degenerated skeleton warrior at level 6 on the 78th Pyre 122nd year of Ascendancy at 08:06 Killed by KKND at level 6 on the 78th Pyre 122nd year of Ascendancy at 08:21 |
Primary Stats
| Strength | 12 (base 15) |
| Dexterity | 9 (base 9) |
| Constitution | 7 (base 10) |
| Magic | 12 (base 12) |
| Willpower | 15 (base 9) |
| Cunning | 29 (base 25) |
Resources
| Life | 142/142 |
| Mana | 165/165 |
| Stamina | 118/118 |
| Psi | 105/105 |
| Healing Factor | 1 |
| Regeneration | 1 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 8 |
| Accuracy | 32 |
| Crit Chance | 17% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.05 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 12.65 |
| Ranged Defense | 12.65 |
| Fatigue | 7 |
| Physical Save | 15.9 |
| Spell Save | 14.7 |
| Mental Save | 20.325 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 35% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Arcane Combat |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 rough leather boots of tirelessness (0 def, 1 armour) 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: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 60% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe (dig speed 40 turns) iron pickaxe (dig speed 40 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
| On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
| Around waist | rough leather belt of the mind rough leather belt of the mindInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mindpower: +2 A belt that goes around your waist. |
| In main hand | iron greatsword (8.5-13.6 power, 1 apr) iron greatsword (8.5-13.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 8.5 - 13.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
| 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 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. |
| Psionic focus | potent elm magestaff of power (12-14.4 power, 2 apr, lightning damage) potent elm magestaff of power (12-14.4 power, 2 apr, lightning damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 12.0 - 14.4 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% lightning Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Inventory
iron dagger (4.5-5.85 power, 5 apr) iron dagger (4.5-5.85 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (4.5-5.85 power, 5 apr) iron dagger (4.5-5.85 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.5 - 5.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron longsword (7-9.8 power, 2 apr) iron longsword (7-9.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (6-8.4 power, 2 apr) iron longsword (6-8.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
mossy mindstar (3-3.3 power, 12 apr, mind damage) mossy mindstar (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: 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. |
mossy mindstar (3-3.3 power, 12 apr, nature damage) mossy mindstar (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: 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. Yvowyn (10-12 power, 2 apr, darkness damage)Yvowyn (10-12 power, 2 apr, darkness damage) Requires: - Magic 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Psi per kill: +3.00 Spellpower: +3 Spell crit. chance: +1% Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning damage) elm magestaff (10-12 power, 2 apr, lightning damage)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 Longbows are used to shoot arrows at your foes. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows (11/11, 8.5-11.9 power, 5 apr) quiver of elm arrows (11/11, 8.5-11.9 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 8.5 - 11.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 11 Arrows are used with bows to pierce your foes to death. |
pouch of iron shots (13/13, 8.5-10.2 power, 1 apr) pouch of iron shots (13/13, 8.5-10.2 power, 1 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 8.5 - 10.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 13 Shots are used with slings to pummel your foes to death. |
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. cinder iron gauntlets of dexterity (+2) (0 def, 1 armour)cinder iron gauntlets of dexterity (+2) (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: Accuracy: +12 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 fire Changes resistances: +5% fire Changes damage: +4% fire When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 80% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 2) on crit: +6 fire Damage conversion: 25% fire Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
iron shield (4 def, 2 armour, 21 block) iron shield (4 def, 2 armour, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
iron shield (4 def, 2 armour, 21 block) iron shield (4 def, 2 armour, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
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 Gems can be sold for money or used in arcane rituals. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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
KKND uses Infusion: Wild.
KKND lessens the pain.
KKND uses Infusion: Regeneration.
KKND starts regenerating health quickly.
KKND performs a critical strike!
KKND hits cave bear for 9 lightning damage.
Cave bear misses KKND.
Degenerated skeleton warrior hits KKND for 4 physical, 6 nature, 7 darkness, 6 temporal damage (total 20.38).
Degenerated skeleton warrior killed KKND!
KKND the level 6 yeek hero was spaghettified across the whole of space and time to death by a degenerated skeleton warrior on level 3 of Infinite Dungeon.
You have 1 life(s) left.
KKND feels pain again.
KKND deactivates Kinetic Shield.
A powerful kinetic shield forms around KKND.
KKND stops regenerating health quickly.
KKND deactivates Arcane Combat.
KKND deactivates Beyond the Flesh.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Talent Beyond the Flesh is ready to use.
KKND activates Beyond the Flesh.
Saving done.
Talent Arcane Combat is ready to use.
The powerful kinetic shield around KKND crumbles.
KKND activates Arcane Combat.
Saving game...
