Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 30 / 70% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 9 (base 11) |
| Constitution | 23 (base 15) |
| Magic | 12 (base 10) |
| Willpower | 73 (base 60) |
| Cunning | 53 (base 53) |
Resources
| Life | 664/664 |
| Equilibrium | 0 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 42 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 42 |
| Crit Chance | 17% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46.433333333333 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Acid | +13% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 11.65 |
| Ranged Defense | 14.65 |
| Fatigue | 7 |
| Physical Save | 17.758823529412 |
| Spell Save | 26.404411764706 |
| Mental Save | 40.719607843137 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 9%( 70%) |
| Darkness | + 16%( 70%) |
| Lightning | + 8%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 23% for 6 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 237 life. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +3 Fatigue: +1% 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 | grounding linen wizard hat of willpower (+3) (1 def, 0 armour) grounding 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 Changes resistances: +5% lightning / +6% temporal A pointy cloth hat, very wizardly... |
| On hands | umbral rough leather gloves (0 def, 1 armour) umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 darkness Changes resistances: +6% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | defiled yew wand of conjuration [power 223] (6 cooldown) defiled yew wand of conjuration [power 223] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +8.00 It can be used to fire a bolt of a random element (dam 112-223), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Rings can have magical properties. |
| On fingers | warrior's voratun ring of corrosion (+26%) warrior's voratun ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
| Around neck | inertial gold amulet of constitution (+4) inertial gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Pinning immunity: +34% Stamina each turn: +0.20 Amulets can have magical properties. |
| In main hand | radiant mossy mindstar (2.5-2.75 power, 12 apr, nature damage) radiant mossy mindstar (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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% Damage when this weapon hits: +2 light When wielded/worn: Mindpower: +3 Mental crit. chance: +2% Light radius: +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. |
| Around waist | nightruned hardened leather belt of magery nightruned hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +7% darkness / +10% light Spell crit. chance: +4% A belt that goes around your waist. |
| In off hand | pulsing mindstar of clarity (13-14.3 power, 32 apr, mind damage) pulsing mindstar of clarity (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mental save: +9 Maximum psi: +36.00 Mindpower: +4 Mental crit. chance: +4% 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 | enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +1 Str / +1 Con 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 Fatigue: +6% A suit of armour made of leather. |
Inventory
Newly picked up regeneration infusion (heal 60 over 5 turns)regeneration infusion (heal 60 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
anchoring steel amulet of dexterity (+4) anchoring steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% temporal Knockback immunity: +22% Amulets can have magical properties. |
blazebringer's yew longbow of nature blazebringer's yew longbow of natureRequires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +14 nature / +13 fire When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +7% nature / +7% fire Global speed: +3% Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 20% Wil, 80% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
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. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Almost Master of Arena (Nightmare difficulty)
Became the new master of the arena in 30-wave mode.By Drinli the Dwarf Summoner level 30
19th Voratun 122nd year of Ascendancy at 02:11 see stats
Arena Battler 20 (Nightmare difficulty)
Got to wave 20 in the arena.By Drinli the Dwarf Summoner level 19
17th Voratun 122nd year of Ascendancy at 22:43 see stats
Level 10 (Nightmare difficulty)
Got a character to level 10.By Drinli the Dwarf Summoner level 10
16th Voratun 122nd year of Ascendancy at 22:00 see stats
Level 20 (Nightmare difficulty)
Got a character to level 20.By Drinli the Dwarf Summoner level 20
18th Voratun 122nd year of Ascendancy at 01:27 see stats
Level 30 (Nightmare difficulty)
Got a character to level 30.By Drinli the Dwarf Summoner level 30
18th Voratun 122nd year of Ascendancy at 23:20 see stats
Log
Your summoned fire drake disappears.
Talent Ritch Flamespitter is ready to use.
Talent Infusion: Wild is ready to use.
Talent Meteoric Crash is ready to use.
You pickup 0.75 gold pieces.
There is an item here: regeneration infusion (heal 60 over 5 turns)
Your summoned fire drake disappears.
Ran for 5 turns (stop reason: object seen).
Talent Infusion: Movement is ready to use.
Your summoned ritch flamespitter disappears.
Talent Detonate is ready to use.
You pickup 0.80 gold pieces.
Ran for 12 turns (stop reason: interesting terrain).
There is an item here: regeneration infusion (heal 60 over 5 turns)
Drinli picks up (a.): regeneration infusion (heal 60 over 5 turns).
Ran for 5 turns (stop reason: interesting terrain).
There is nowhere left to explore.
There is nowhere left to explore.
Resting starts...
Rested for 92 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
