Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 8 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by fire imp at level 5 on the 2nd Mirth 122nd year of Ascendancy at 15:47 1 / 3Killed by fire imp at level 5 on the 2nd Mirth 122nd year of Ascendancy at 16:33 Killed by fire drake at level 7 on the 4th Mirth 122nd year of Ascendancy at 14:43 |
Primary Stats
| Strength | 35 (base 21) |
| Dexterity | 28 (base 27) |
| Constitution | 31 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 10 (base 12) |
| Cunning | 10 (base 12) |
Resources
| Life | 296/296 |
| Stamina | 121/121 |
| Healing Factor | 1 |
| Regeneration | 4.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 26 |
| Crit Chance | 2% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 11.3 |
| Ranged Defense | 11.3 |
| Fatigue | 6 |
| Physical Save | 21.55 |
| Spell Save | 7.7 |
| Mental Save | 7 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Temporal | + 5%( 70%) |
| All | 0%( 70%) |
| Cold | + 11%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Bleed Resistance | 100% |
Inscriptions (2/3)
| Rune | Effective talent level: 1.0 Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 10. |
| Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Technique / Unarmed discipline | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/10 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
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 (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% 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 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
| Tool | iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 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 | mule's voratun ring of nature (+22%) mule's voratun ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumberance: +27 Rings can have magical properties. |
| Around waist | grounding rough leather belt of the titan grounding rough leather belt of the titanInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +6% lightning / +5% temporal A belt that goes around your waist. |
| Main armor | spiked reinforced leather armour (4 def, 7 armour) spiked reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when the wearer is hit: 12 physical A suit of armour made of leather. |
| In main hand | flaming stralite greatmaul of vileness (53.5-80.25 power, 3 apr) flaming stralite greatmaul of vileness (53.5-80.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +9 blight Burst (radius 1) on hit: +6 fire Burst (radius 2) on crit: +15 corrupted blood Massive two-handed maul. |
| Cloak | thick linen cloak of Iron Throne (1 def, 5 armour) thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes stats: +1 Str / +1 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire 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 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% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (6-7.8 power, 5 apr) iron dagger (6-7.8 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 6.0 - 7.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron longsword (6.5-9.1 power, 2 apr)iron longsword (6.5-9.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (5.5-7.7 power, 2 apr) iron longsword (5.5-7.7 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
quick iron longsword of rage (6-8.4 power, 2 apr) quick iron longsword of rage (6-8.4 power, 2 apr)Requires: - Strength 11 Crafted by a master 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: 90% When wielded/worn: Accuracy: +10 Changes stats: +1 Str / +1 Dex Changes damage: +5% physical Stamina when hit: +0.60 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel mace (13.5-18.9 power, 3 apr)acidic steel mace (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +5 acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. gifted mossy mindstar (2.5-2.75 power, 12 apr, mind damage)gifted mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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: +4 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. |
elm starstaff (10-12 power, 2 apr, light damage) elm starstaff (10-12 power, 2 apr, light 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: Light Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
clarifying rough leather belt of carrying clarifying rough leather belt of carryingPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumberance: +20 Mental save: +5 A belt that goes around your waist. |
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. |
grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.30 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. |
steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Physical power: +5 Armour: +1 Changes stats: +2 Str Physical save: +5 Mental save: +5 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. linen wizard hat of willpower (+3) (1 def, 0 armour)linen wizard hat of willpower (+3) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil A pointy cloth hat, very wizardly... |
Brodigatar (1 def, 2 armour) Brodigatar (1 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 4 mind / 8 acid A suit of armour made of leather. |
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. |
This item will automatically be transmogrified when you leave the level. iron plate armour (3 def, 7 armour)iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 4) 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% A suit of armour made of metal plates. |
3 agate 3 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. |
opal 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 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. |
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. |
This item will automatically be transmogrified when you leave the level. scorching brass lantern of healthscorching brass lantern of health Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire Maximum life: +41.00 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. |
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. |
quick elm totem of thorny skin [power 8] (13 cooldown) quick elm totem of thorny skin [power 8] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 8 and armour hardiness by 30%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 ametrine 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% Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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. |
Achievements
Log
Bandit hits glaphen for 6 physical damage.
Bandit misses glaphen.
Bandit misses glaphen.
Bandit has been thrown to the ground!
Bandit is dazed!
Bandit hits glaphen for 10 physical damage.
Glaphen hits bandit for 57 physical, 8 blight, 6 fire, 16 physical damage (total 84.73).
Bandit feels pain again.
Glaphen performs a critical strike!
Bandit is not dazed anymore.
Bandit hits glaphen for 10 physical damage.
Glaphen hits bandit for 108 physical damage.
Glaphen killed bandit!
You pickup 0.80 gold pieces.
You pickup 0.65 gold pieces.
Glaphen picks up (p.): iron plate armour (3 def, 7 armour).
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted (white jelly)).
Glaphen hits white jelly for 12 physical, 11 fire damage (total 23.00).
White jelly hits glaphen for 7 physical damage.
Glaphen hits white jelly for 89 physical damage.
Glaphen killed white jelly!
Breath Control is still on cooldown for 30 turns.
Resting starts...
Today is the 7th Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Breath Control is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
You can't use this talent while holding a weapon or shield.
You pickup 0.95 gold pieces.
