Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Summoner |
| Level / Exp | 9 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 7 on the 9th Flare 122nd year of Ascendancy at 18:39 0 / 5Killed by rimebark at level 9 on the 56th Dusk 122nd year of Ascendancy at 21:36 Killed by shadowblade at level 9 on the 56th Dusk 122nd year of Ascendancy at 22:17 Killed by bandit at level 9 on the 56th Dusk 122nd year of Ascendancy at 23:36 Killed by cutpurse at level 9 on the 57th Dusk 122nd year of Ascendancy at 02:42 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 17 (base 14) |
| Constitution | 15 (base 15) |
| Magic | 24 (base 16) |
| Willpower | 30 (base 20) |
| Cunning | 22 (base 19) |
Resources
| Life | -5/219 |
| Equilibrium | 72 |
| Healing Factor | 1 |
| Regeneration | 20.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 7 |
| Accuracy | 37 |
| Crit Chance | 7% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 37 |
| Crit Chance | 7% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Lightning | +10% |
| Temporal | +8% |
Offense: Damage Penetration
| Temporal | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 20.725 |
| Ranged Defense | 21.725 |
| Fatigue | 3 |
| Physical Save | 16.8 |
| Spell Save | 20.45 |
| Mental Save | 23.1 |
Defense: Resistances
| Temporal | + 26%( 70%) |
| Lightning | + 31%( 70%) |
| Darkness | + 40%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 5% |
| Poison Resistance | 35% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 41) for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | 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 explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
| Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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 | stabilizing linen wizard hat of lightning (+15%) (1 def, 0 armour) stabilizing linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Changes resistances: +15% lightning Changes damage: +10% lightning Physical save: +5 A pointy cloth hat, very wizardly... |
| On fingers | Eilinemina the copper ring Eilinemina the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Blindness immunity: +23% Poison immunity: +5% Stun/Freeze immunity: +5% See stealth: +6 See invisible: +5 Rings can have magical properties. |
| On fingers | conjurer's copper ring of darkness (+22%) conjurer's copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spellpower: +6 Rings can have magical properties. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
| In main hand | gifted vined mindstar of balance (5-5.5 power, 18 apr, nature damage) gifted vined mindstar of balance (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +2 Mental save: +2 Equilibrium when hit: +0.60 Mindpower: +6 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. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| In off hand | vined mindstar (4-4.4 power, 18 apr, mind damage) vined mindstar (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 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. |
| Cloak | regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 17 power out of 41/50) : Effective talent level: 2.0 Power cost: 17 out of 41/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.01 to 126.03 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Stun/Freeze immunity: +23% Life regen: +0.90 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (16-24 power, 2 apr)steel battleaxe (16-24 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
blighted rough leather gloves of dexterity (+2) (0 def, 1 armour) blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 blight Changes resistances: +5% blight Changes damage: +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour)steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% A suit of armour made of mail. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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 is 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. |
ametrine 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. |
Achievements
DarkGod's little helper! - 2013 Edition
Clicked on the vote link for the Roguelike of the Year 2013 poll.By Dmonu the Higher Summoner level 8
10th Flare 122nd year of Ascendancy at 10:57 see stats
Log
Rogue hits Dmonu for 37 physical, 6 nature, 10 physical (53 total damage).
Rogue hits Dmonu for 16 physical, 3 darkness (19 total damage).
Dmonu stops regenerating health quickly.
Rogue is encased in ice!
Rimebark's ice area effect hits Rogue for 21 cold damage.
Rimebark's ice area effect hits Cutpurse for 21 cold damage.
Rimebark's ice area effect hits Dmonu for 21 cold damage.
Rimebark's ice area effect hits Rogue for 21 cold damage.
Rimebark's ice area effect hits Rogue for 21 cold damage.
Rimebark misses Cutpurse.
Cutpurse misses Dmonu.
Cutpurse misses Dmonu.
Dmonu uses Gift of the Highborn.
Dmonu starts regenerating health quickly.
Dmonu uses Infusion: Wild.
Dmonu lessens the pain.
Dmonu summons a 3-headed hydra!
Rogue misses Dmonu.
Rogue hits Dmonu for 22 physical, 5 nature (28 total damage).
Rogue is encased in ice!
3-headed hydra shrugs off the effect 'Frozen'!
Rimebark's ice area effect hits Rogue for 21 cold damage.
Rimebark's ice area effect hits 3-headed hydra for 21 cold damage.
Rimebark's ice area effect hits Cutpurse for 21 cold damage.
Rimebark's ice area effect hits Dmonu for 18 cold damage.
Rimebark's ice area effect hits Rogue for 21 cold damage.
Rimebark's ice area effect hits Rogue for (9 to ice), 13 cold (13 total damage).
Rimebark misses Cutpurse.
Saving game...
