







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Arena |
Mode | Madness Roguelike |
Sex | Male |
Race | Higher |
Class | Archer |
Level / Exp | 45 / 46% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 100061 (base 12) |
Dexterity | 100014 (base 15) |
Constitution | 100011 (base 10) |
Magic | 100030 (base 10) |
Willpower | 100012 (base 10) |
Cunning | 100023 (base 12) |
Resources
Life | 100824/100824 |
Stamina | 154/154 |
Healing Factor | 2.5 |
Regeneration | 250018.60184273 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 4 |
Infravision | 12 |
See Stealth | 598.06211141411 |
See Invisible | 598.06211141411 |
Offense: Mainhand
Damage | 7722 |
Accuracy | 2367 |
Crit Chance | 64450% |
APR | 5 |
Speed | 1.11 |
Offense: Spell
Spellpower | 995.5 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 2598 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Light | +11% |
Temporal | +20% |
Arcane | +25% |
Fire | +26% |
Physical | +20% |
Offense: Damage Penetration
Temporal | +45% |
Physical | +60% |
Fire | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | 3 (81.151787968034%) |
Defense | 2679 |
Ranged Defense | 2679 |
Fatigue | 0 |
Physical Save | 1861 |
Spell Save | 1862 |
Mental Save | 1861 |
Defense: Resistances
Temporal | + 38%( 70%) |
Physical | + 38%( 70%) |
Arcane | + 68%( 70%) |
Mind | + 40%( 70%) |
All | + 31%( 70%) |
Defense: Immunities
Confusion Resistance | 26% |
Instadeath Resistance | 100% |
Blind Resistance | 54% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Sniper | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Never Stop Running |
talent | Volatile Poison |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Aether Permeation |
talent | Intuitive Shots |
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 fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 313 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 313 Damage (Ranged): 9 physical Changes stats: +4 Cun / +4 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +5 (+0 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 16 light Changes stats: +2 Con / +2 Mag Changes damage: +11% light Spell save: +11 (+0 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% mind Confusion immunity: +26% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +12 fire When wielded/worn: Changes resistances penetration: +15% physical Changes damage: +17% fire Longbows are used to shoot arrows at your foes. |
Quiver | ![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+0 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+0 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 9208 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 14 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+0 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+0 eff.) It can be used to activate talent Temporal Reprieve (costing 29 power out of 50/50) : Effective talent level: 2.5 Power cost: 29 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
![]() wild infusion (res 20%; magical, physical; dur 4; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() biting gale rune (damage 162; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 162.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() enhanced voratun greatmaul of enduring (64-96 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +14 Str / +17 Dex / +12 Mag / +17 Wil / +12 Cun / +28 Con Maximum life: +107.00 Massive two-handed mauls. |
![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +11 (+0 eff.) Armour penetration: +9 Changes resistances penetration: +8% all It can be used to activate talent Piercing Arrow (costing 6 power out of 10/10) : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 9 Travel Speed: instantaneous Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 142% damage. Longbows are used to shoot arrows at your foes. |
![]() Everpyre Blade (38-53 power, 10 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() Punae's Blade (46-64 power, 4 apr) Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+0 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+0 eff.) Maximum psi: +20.00 Mindpower: +14 (+0 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() infernal dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +22 (+0 eff.) Spell crit. chance: +5% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone starstaff of fate (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +10 (+0 eff.) Spell save: +13 (+0 eff.) Mental save: +13 (+0 eff.) Spellpower: +22 (+0 eff.) Spell crit. chance: +10% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
![]() orichalcum trident (55-88 power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes damage: +11% all Spellpower: +14 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() powerful ash wand of shielding [power 182] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
By Arena the Higher Archer level 25
75th Pyre 122nd year of Ascendancy at 23:08 see stats
By Arena the Higher Archer level 38
78th Pyre 122nd year of Ascendancy at 23:41 see stats
By Arena the Higher Archer level 17
75th Pyre 122nd year of Ascendancy at 10:11 see stats
By Arena the Higher Archer level 10
74th Pyre 122nd year of Ascendancy at 20:18 see stats
By Arena the Higher Archer level 20
75th Pyre 122nd year of Ascendancy at 10:50 see stats
By Arena the Higher Archer level 30
76th Pyre 122nd year of Ascendancy at 18:11 see stats
By Arena the Higher Archer level 40
79th Pyre 122nd year of Ascendancy at 05:51 see stats
By Arena the Higher Archer level 44
1st Mirth 122nd year of Ascendancy at 02:03 see stats
By Arena the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Arena the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Arena the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Arena the Higher Archer level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Arena the Higher Archer level 13
75th Pyre 122nd year of Ascendancy at 02:30 see stats
Log
Welcome to level 45 [Arena].
Arena has 135 stat point(s), 826 class talent point(s), 904 generic talent point(s), 9980 category point(s), 76 prodigies point(s) to spend. Press p to use them.
Arena's Shoot hits Rej Arkatis for 26472 physical damage.
Arena's Shoot killed Rej Arkatis!
Barrow wight's glacial vapour area effect hits Arena for 10 cold damage.
Talent Steady Shot is ready to use.
Arena shoots!
Barrow wight's glacial vapour area effect hits Arena for 10 cold damage.
Arena's Shoot performs a ranged critical strike against Ghoul!
Ghoul starts to bleed.
Arena's Shoot hits Ghoul for (35210 resilience), 451 physical, 10 physical, 18 light, 15 fire (494 total damage).
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Bleeding from Arena hits Ghoul for 154 physical damage.
Talent Steady Shot is ready to use.
Arena shoots!
Arena's Shoot performs a ranged critical strike against Ghoul!
Arena's Shoot hits Ghoul for (37453 resilience), 451 physical (451 total damage).
Arena's Shoot killed Ghoul!
Barrow wight's glacial vapour area effect hits Arena for (10 shifted), 0 cold (0 total damage).
Talent Steady Shot is ready to use.
Barrow wight's glacial vapour area effect hits Arena for 10 cold damage.
Multi-hued crystal's Elemental Bolt hits Arena for 332 fire damage.
Arena activates Never Stop Running.