Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 11 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Ryal at level 11 on the 75th Pyre 122nd year of Ascendancy at 15:44 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 16 (base 13) |
| Constitution | 17 (base 16) |
| Magic | 14 (base 10) |
| Willpower | 32 (base 28) |
| Cunning | 28 (base 25) |
Resources
| Life | -18/244 |
| Equilibrium | 0 |
| Healing Factor | 1.1776724479995 |
| Regeneration | 0.29441811199987 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
Offense: Mainhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Offhand
| Damage | 6 |
| Accuracy | 28 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.3 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 12.1 |
| Ranged Defense | 12.1 |
| Fatigue | 0 |
| Physical Save | 10.5 |
| Spell Save | 16.1 |
| Mental Save | 33.81485928562 |
Defense: Resistances
| Acid | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Meditation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 28.63 physical damage per turn. Bleeding |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On hands | corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex Damage when the wearer hits(melee): 5 acid Changes resistances: +5% acid Changes damage: +4% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
| Around waist | blurring rough leather belt of shielding blurring rough leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +5 Defense: +9 Stealth bonus: +6 It can be used to create a temporary shield that absorbs 170 damage, placing all other charms into a 27 cooldown. A belt that goes around your waist. |
| In main hand | fungal rough leather sling fungal rough leather slingRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes stats: +1 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 60 life over 5 turns, placing all other charms into a 18 cooldown. Slings are used to hurl stones or metal shots at your foes. |
| Main armor | focusing woollen robe (0 def, 0 armour) focusing woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Mana each turn: +0.14 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| 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. |
| On head | clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour) clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +16% acid Changes damage: +11% acid Mental save: +5 A pointy cloth hat, very wizardly... |
| In off hand | mossy mindstar (2.5-2.75 power, 12 apr, nature damage) mossy mindstar (2.5-2.75 power, 12 apr, nature 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: Nature Mastery: Psiblades 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. |
Inventory
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
balanced steel greatsword of crippling (23-36.8 power, 2 apr) balanced steel greatsword of crippling (23-36.8 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +9.0% Defense: +9 Massive two-handed swords. |
hateful iron greatsword of phasing (10.5-16.8 power, 7 apr) hateful iron greatsword of phasing (10.5-16.8 power, 7 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 10.5 - 16.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +15% Damage when this weapon hits: +8 darkness Damage against: +6% Humanoid Massive two-handed swords. |
Newly picked up flaming steel longsword (13-18.2 power, 3 apr)flaming steel longsword (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Sharp, long, and deadly. |
flaming stralite longsword (33.5-46.9 power, 5 apr) flaming stralite longsword (33.5-46.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire Sharp, long, and deadly. |
icy steel longsword (10-14 power, 3 apr) icy steel longsword (10-14 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 ice Sharp, long, and deadly. |
flaming steel mace (14-19.6 power, 3 apr) flaming steel mace (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Blunt and deadly. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) 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 Mastery: Psiblades 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. |
earthen elm vilestaff of projection (10-12 power, 2 apr, acid damage) earthen elm vilestaff of projection (10-12 power, 2 apr, acid damage)Requires: - Magic 11 Powered by arcane 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: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +3% Changes damage: +10% acid Talent granted: +1 Command Staff Physical save: +3 Spellpower: +5 Spell crit. chance: +3% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
icy steel waraxe (10-14 power, 3 apr) icy steel waraxe (10-14 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +6 ice One-handed war axes. |
icy steel waraxe (12-16.8 power, 3 apr) icy steel waraxe (12-16.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 ice One-handed war axes. |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +6% cold A cap made of leather. |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Newly picked up dwarven-steel shield of gloom (8 def, 2 armour, 82.5 block)dwarven-steel shield of gloom (8 def, 2 armour, 82.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer hits(melee): 7 gloom Damage when the wearer is hit: 10 gloom Talent granted: +3 Block Handheld deflection devices |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jikrgr the Cornac Summoner level 10
75th Pyre 122nd year of Ascendancy at 07:58 see stats
Log
Bleeding from Ryal hits Ritch flamespitter for 17 physical damage.
Jikrgr is no longer poisoned.
Bleeding from Ryal hits Jikrgr for 17 physical damage.
Bleeding from Ryal hits Ritch flamespitter for 17 physical damage.
Bleeding from Ryal hits Jikrgr for 17 physical damage.
Jikrgr summons a Rimebark!
Ryal uses Knockback.
Ryal hits Ritch flamespitter for 116 physical damage.
Ryal killed Ritch flamespitter!
Rimebark uses Winter's Fury.
Bleeding from Ryal hits Jikrgr for 29 physical damage.
Rimebark's ice area effect hits Ryal for (5 to bones), 0 cold (0 total damage).
Rimebark misses Ryal.
Talent Turtle is ready to use.
Jikrgr stops regenerating health quickly.
Bleeding from Ryal hits Jikrgr for 29 physical damage.
Jikrgr wears: fungal rough leather sling.
Rimebark is poisoned!
Ryal resists!
Rimebark's ice area effect hits Ryal for 5 cold damage.
Ryal hits Rimebark for 52 physical, 3 nature, 7 blight (62 total damage).
Rimebark misses Ryal.
Insidious Poison from Ryal hits Rimebark for 3 nature damage.
Bleeding from Ryal hits Jikrgr for 29 physical damage.
Jikrgr the level 11 cornac summoner was ground to death by Ryal on level 15 of The Arena.
Bleeding from Ryal killed Jikrgr!
