Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 9 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Anar the dwarf at level 9 on the 10th Dusk 122nd year of Ascendancy at 14:46 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 15 (base 15) |
| Constitution | 12 (base 12) |
| Magic | 11 (base 10) |
| Willpower | 28 (base 26) |
| Cunning | 24 (base 23) |
Resources
| Life | -1/197 |
| Equilibrium | 44 |
| Healing Factor | 1.1152306845982 |
| Regeneration | 23.654042820329 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 27 |
| Crit Chance | 9% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.866884400843 |
| Crit Chance | 10% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 10.75 |
| Ranged Defense | 10.75 |
| Fatigue | 4 |
| Physical Save | 8.575 |
| Spell Save | 19.525 |
| Mental Save | 31.297287135049 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Meditation |
| talent | Psiblades |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 1.00 physical damage per turn. Bleeding |
| beneficial effect | A flow of life spins around the target, regenerating 20.16 life per turn. Regeneration |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | reinforced pair of rough leather boots (0 def, 5 armour) reinforced pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +6% acid / +5% fire / +6% cold / +5% lightning A pair of boots 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. |
| On head | rough leather cap 'Mayudama' (0 def, 2 armour) rough leather cap 'Mayudama' (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +1 Mag / +1 Wil / +1 Cun Infravision radius: +2 A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring 'Durifast' steel ring 'Durifast'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes damage: +6% mind / +3% arcane Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
| On fingers | mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings can have magical properties. |
| Around neck | stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
| In main hand | horrifying vined mindstar (4.5-4.95 power, 31 apr, nature damage) horrifying vined mindstar (4.5-4.95 power, 31 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 61% Wil, 26% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +31 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +4% mind / +2% darkness Mindpower: +7 (+4 eff.) Mental crit. chance: +2% 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. |
| Around waist | nightruned rough leather belt of the mystic nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Mental save: +5 (+2 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
| In off hand | mossy mindstar (2.5-2.75 power, 21 apr, mind damage) mossy mindstar (2.5-2.75 power, 21 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: 53% Wil, 18% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +21 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) 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. |
| Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Inventory
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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 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. |
Achievements
Poisonous (Roguelike)
Sided with the assassin lord.By Isyna the Cornac Summoner level 9
3rd Flare 122nd year of Ascendancy at 06:53 see stats
Log
Your summoned ritch flamespitter disappears.
Isyna uses Infusion: Regeneration.
Isyna starts regenerating health quickly.
Talent War Hound is ready to use.
Isyna feels pain again.
Talent Thorn Grab is ready to use.
Talent Ritch Flamespitter is ready to use.
Isyna summons a War Hound!
Anar the dwarf uses Pinning Shot.
Dola the human misses War hound.
Dola the human misses War hound.
Isyna is pinned to the ground.
Isyna starts to bleed.
Dola the human hits War hound for 10 physical, 4 temporal (14 total damage).
War hound hits Dola the human for 102 physical damage.
Anar the dwarf's Pinning Shot hits Isyna for 63 physical, 5 blight, 1 physical, (69 total damage).
Anar the dwarf uses Steady Shot.
You are unable to move!
You are unable to move!
You are unable to move!
Isyna meditates on nature.
Dola the human deactivates Momentum.
Dola the human deactivates Slow Motion.
Dola the human misses War hound.
Dola the human misses War hound.
Saving game...
