Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 Stone Wardens DLC Class 1.0.1 |
Campaign | Arena |
Mode | Normal Exploration |
Sex | Female |
Race | Shalore |
Class | Cursed |
Level / Exp | 7 / 76% |
Size | medium |
Lifes / Deaths | Killed by blood mage at level 7 on the 75th Pyre 122nd year of Ascendancy at 02:58 / 1 |
Primary Stats
Strength | 27 (base 29) |
Dexterity | 14 (base 10) |
Constitution | 13 (base 10) |
Magic | 12 (base 10) |
Willpower | 22 (base 21) |
Cunning | 11 (base 10) |
Resources
Life | -75/202 |
Hate | 100/100 |
Healing Factor | 0.96927493435828 |
Regeneration | 0.24231873358957 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +116.66666666667% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 4 |
Offense: Mainhand
Damage | 30 |
Accuracy | 26 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 7 |
Accuracy | 26 |
Crit Chance | 12% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 19.8 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 10.4 |
Ranged Defense | 11.4 |
Fatigue | 7 |
Physical Save | 19 |
Spell Save | 11.9 |
Mental Save | 16.55 |
Defense: Resistances
Cold | + 6%( 70%) |
Darkness | + 4%( 74%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
beneficial effect | Increases global action speed by 16%. Speed |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
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 of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
On fingers | marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
Around waist | insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold A belt that goes around your waist. |
In main hand | icy dwarven-steel waraxe of crippling (22-30.8 power, 4 apr) (Misfortune) icy dwarven-steel waraxe of crippling (22-30.8 power, 4 apr) (Misfortune)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +5 ice When wielded/worn: Physical crit. chance: +7.0% Curse of Misfortune One-handed war axes. |
On hands | steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Armour: +1 Physical save: +5 Mental save: +5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | Skeletal Claw (19-20.9 power, 8 apr) (Shrouds) Skeletal Claw (19-20.9 power, 8 apr) (Shrouds)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 19.0 - 20.9 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Damage when this weapon hits: +15 bleed Burst (radius 2) on crit: +20 bleed Talent on hit(spell): Bone Grab (10% chance level 1). Curse of Shrouds It can be used to activate talent Bone Grab (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 16.92 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Cloak | enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +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 | 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
iron battleaxe (9-13.5 power, 1 apr) (Misfortune) iron battleaxe (9-13.5 power, 1 apr) (Misfortune)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 9.0 - 13.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Misfortune Massive two-handed battleaxes. |
iron battleaxe (11-16.5 power, 1 apr) (Madness) iron battleaxe (11-16.5 power, 1 apr) (Madness)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Madness Massive two-handed battleaxes. |
hateful iron dagger of massacre (10-13 power, 5 apr) (Misfortune) hateful iron dagger of massacre (10-13 power, 5 apr) (Misfortune)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 darkness Damage against: +4% Humanoid Curse of Misfortune Sharp, short and deadly. |
iron longsword (6.5-9.1 power, 2 apr) (Misfortune) iron longsword (6.5-9.1 power, 2 apr) (Misfortune)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Curse of Misfortune Sharp, long, and deadly. |
stralite mace (34-47.6 power, 5 apr) (Misfortune) stralite mace (34-47.6 power, 5 apr) (Misfortune)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Curse of Misfortune Blunt and deadly. |
nature's mossy mindstar of balance (3-3.3 power, 12 apr, mind damage) (Corpses) nature's mossy mindstar of balance (3-3.3 power, 12 apr, mind damage) (Corpses)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Physical save: +3 Spell save: +2 Mental save: +2 Disease immunity: +11% Equilibrium when hit: +0.60 Mindpower: +1 Mental crit. chance: +1% Curse of Corpses 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. |
elm magestaff (10-12 power, 2 apr, fire damage) (Shrouds) elm magestaff (10-12 power, 2 apr, fire damage) (Shrouds)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire damage) (Misfortune) elm magestaff (10-12 power, 2 apr, fire damage) (Misfortune)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff of warding (10-12 power, 2 apr, fire damage) (Misfortune) surging elm magestaff of warding (10-12 power, 2 apr, fire damage) (Misfortune)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Maximum wards: +2 fire Changes damage: +10% fire Talents granted: +1 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of lightning (+22%) (2 def, 0 armour) cashmere wizard hat of lightning (+22%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +22% lightning Changes damage: +15% lightning A pointy cloth hat, very wizardly... |
iron shield (4 def, 2 armour, 20 block) iron shield (4 def, 2 armour, 20 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
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 Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Achievements
Log
Garrrr hits copperhead snake for 77 physical, 5 cold, 15 physical, 3 physical damage (total 98.72).
Garrrr hits drem for 3 physical damage.
Copperhead snake misses Garrrr.
Garrrr hits copperhead snake for 3 physical damage.
Drem hits Garrrr for 0 physical damage.
Dremling's skin returns to normal.
Garrrr hits drem for 3 physical damage.
Garrrr casts Grace of the Eternals.
Garrrr speeds up.
Garrrr stops bleeding.
Garrrr hits copperhead snake for 3 physical damage.
Drem stops bleeding.
Drem uses Stun.
Drem misses Garrrr.
Garrrr is no longer out of phase.
The shield around Garrrr crumbles.
Garrrr hits copperhead snake for 3 physical damage.
Blood mage casts Blood Grasp.
Garrrr is no longer cursed.
Drem is lost in despair!
Your hatred grows even as your life fades! (+25 hate)
Blood mage drains life from Garrrr!
Blood mage hits Garrrr for 110 blight damage.
Blood mage killed Garrrr!
Garrrr hits copperhead snake for 3 physical damage.
Garrrr the level 7 shalore cursed was poxed to death by a blood mage on level 9 of The Arena.