











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 10 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by forest wight at level 10 on the 7th Mirth 122nd year of Ascendancy at 19:37 / 1 |
Primary Stats
| Strength | 33 (base 15) |
| Dexterity | 28 (base 10) |
| Constitution | 27 (base 27) |
| Magic | 16 (base 10) |
| Willpower | 33 (base 29) |
| Cunning | 15 (base 14) |
Resources
| Life | -22/335 |
| Hate | 84/100 |
| Healing Factor | 1.0699270334565 |
| Regeneration | 0.26748175836412 |
Speed
| Mental | +20.438192473627% |
| Attack | +20.438192473627% |
| Movement | +99.959344799097% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 30 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 0.83 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 3% |
| Speed | 0.83030140145866 |
Offense: Damage Bonus
| Light | +6% |
| Blight | +3% |
| Physical | +14% |
| Cold | +3% |
| Nature | +6% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 20.522593642275 (62.32946707186%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 27 |
| Physical Save | 35 |
| Spell Save | 20 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 9%( 70%) |
| Nature | + 9%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 23%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Bleed Resistance | 100% |
| Confusion Resistance | 18% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Cursed / Gloom | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.41 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Savage Hunter |
| talent | Stalk |
| detrimental effect | The more you use runes, the longer they will take to recharge (+5 cooldowns). Runic Saturation |
| beneficial effect | Stalking skeleton master archer. Bonus level 1: +5 accuracy, +5% melee damage, +0.50 hate/turn prey was hit. Stalking 24/398 +1 |
| beneficial effect | The target is rampaging! (+99% movement speed, +20% attack speed, +20% mind speed, +14% physical damage, +7 physical save, +7 mental save) Rampaging |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 11): Near SightedYou completed the challenge and received: Random Artifact: Zekan (13 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 7): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
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 iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 | stabilizing iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of summon tentacle [power 100] (2/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 206 Base Damage: 101 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| On hands | Alaharadan (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 cold Damage when hit (Melee): 2 mind Changes stats: +3 Wil Changes resistances: +5% arcane / +5% cold Changes damage: +3% cold Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+7 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
| In main hand | Dayscar the iron waraxe (17-23 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% light Changes damage: +6% light See invisible: +3 One-handed war axes. |
| Main armor | iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
| In off hand | steel shield 'Scabvault' (0 def, 4 armour, 17-21 power, 36 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +36 When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +1 Str / +3 Mag / +1 Cun Changes resistances: +6% nature / +15% cold Changes damage: +6% nature Talent granted: +1 Block Light radius: +1 Handheld deflection devices. |
| Cloak | Zekan (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +13 (+6 eff.) Changes stats: +3 Mag / +1 Wil Changes resistances penetration: +5% arcane Changes damage: +3% blight Physical save: +11 (+5 eff.) Spell save: +3 (+1 eff.) Mana each turn: +0.04 Spell crit. chance: +1% Damage Shield penetration: +10% 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 of mastery (0.11 Cursed / Strife)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Cursed / Strife Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.cleansing steel amulet of constitution (+3) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% nature / +10% blight Poison immunity: +22% Disease immunity: +24% Amulets make your neck look great! |
Duvotar the Dawnire (25-40 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Changes resistances: +10% acid / +12% cold / +12% fire / +13% lightning / +5% all Physical save: +3 (+1 eff.) Spell save: +7 (+3 eff.) Blindness immunity: +10% Disease immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel waraxe (13-18 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
temporal rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steel shield of resilience (0 def, 4 armour, 12-15 power, 42.5 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Maximum life: +44.00 Handheld deflection devices. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
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) Activation costs 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. |
quick ash wand of shielding [power 158] (2/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Edgar uses Slash.
Edgar performs a melee critical strike against Forest wight!
You collect a new ingredient: vial of wight ectoplasm (1).
Edgar hits Forest wight for 79 physical damage.
Edgar killed Forest wight!
Forest wight misses Edgar.
Edgar hits Ghast for 5 darkness, 5 mind (11 total damage).
Talent Frenzy is ready to use.
Edgar receives 10 healing from Unnatural Body.
Edgar uses Frenzy.
Forest wight has been overwhelmed.
Edgar performs a melee critical strike against Forest wight!
Edgar performs a melee critical strike against Forest wight!
Edgar hits Forest wight for 14 physical, 1 cold, 7 physical, 2 cold, 18 physical, 1 cold, 7 physical, 3 cold, 17 physical, 1 cold, 8 physical, 3 cold, 11 physical, 1 cold, 7 physical, 3 cold (112 total damage).
Forest wight casts Glacial Vapour.
Edgar seems more focused.
Edgar is no longer out of phase.
Edgar receives 5 healing from Unnatural Body.
Edgar uses Dominate.
Forest wight has been dominated!
Edgar hits Forest wight for 30 physical, 2 cold, 15 physical, 4 cold (52 total damage).
Forest wight's glacial vapour area effect hits Edgar for 13 cold damage.
Forest wight's glacial vapour area effect hits Forest wight for 3 cold damage.
Forest wight's glacial vapour area effect hits Ghast for 17 cold damage.
Ghast misses Edgar.
Forest wight casts Flame.
Edgar begins rampaging!






























































