Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Easy Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Summoner |
| Level / Exp | 5 / 5% |
| Size | small |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 75th Pyre 122nd year of Ascendancy at 14:44 / 1 |
Primary Stats
| Strength | 16 (base 19) |
| Dexterity | 17 (base 11) |
| Constitution | 13 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 19) |
| Cunning | 18 (base 15) |
Resources
| Life | -3/159 |
| Equilibrium | 29 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 6 |
| Accuracy | 20 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 20 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 4.45 |
| Ranged Defense | 4.45 |
| Fatigue | 1 |
| Physical Save | 11.025 |
| Spell Save | 12.775 |
| Mental Save | 15.575 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 22% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 19.52 nature damage per turn. Poison |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Willpower by +2. | 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. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | verdant linen robe (0 def, 0 armour) verdant linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Con Changes damage: +6% nature Poison immunity: +22% Disease immunity: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 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: +2 (+1 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. |
| 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: +2 (+1 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. |
| On head | prismatic rough leather cap of dexterity (+3) (0 def, 1 armour) prismatic rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +10% light / +11% darkness A cap 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. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
iron battleaxe of massacre (22-33 power, 1 apr) iron battleaxe of massacre (22-33 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
arcing iron greatsword of daylight (16.5-26.4 power, 1 apr) arcing iron greatsword of daylight (16.5-26.4 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +9 light Damage against: +9% Undead Massive two-handed swords. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
arcing iron mace (12.5-17.5 power, 2 apr) arcing iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Blunt and deadly. |
elm magestaff of illumination (10-12 power, 2 apr, cold element) elm magestaff of illumination (10-12 power, 2 apr, cold element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 30.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+10 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.48 cold damage and 3.48 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
insulating rough leather belt of the mystic insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire Mental save: +5 (+5 eff.) Spellpower: +3 (+3 eff.) A belt that goes around your waist. |
scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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. |
agate 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (0/1) Rod of Recall (0/1)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 132/400. 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. |
Achievements
Log
BillyBob's mind surges with critical power!
Talent Jelly is ready to use.
3-headed hydra breathes acid!
3-headed hydra hits Bill the Stone Troll for 91 acid damage.
3-headed hydra hits Stone troll for 94 acid damage.
Bill the Stone Troll hits BillyBob for 28 physical damage.
3-headed hydra breathes lightning!
You collect a new ingredient: length of troll intestine (1).
3-headed hydra hits Bill the Stone Troll for 76 lightning damage.
3-headed hydra hits Stone troll for 77 lightning damage.
3-headed hydra killed Stone troll!
3-headed hydra breathes poison!
BillyBob is poisoned!
Bill the Stone Troll shrugs off the effect 'Poison'!
3-headed hydra hits Bill the Stone Troll for 17 nature damage.
3-headed hydra hits BillyBob for 8 nature damage.
BillyBob hits Bill the Stone Troll for 6 nature, 6 nature (12 total damage).
BillyBob feels pain again.
BillyBob stops regenerating health quickly.
Talent Nature's Touch is ready to use.
Bill the Stone Troll hits BillyBob for 29 physical damage.
Poison from 3-headed hydra hits BillyBob for 8 nature damage.
3-headed hydra misses Bill the Stone Troll.
BillyBob hits Bill the Stone Troll for 5 nature, 6 nature (11 total damage).
Bill the Stone Troll rushes out!
Saving game...
