








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 27 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Solo at level 27 on the 77th Pyre 122nd year of Ascendancy at 06:50 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 49 (base 49) |
| Magic | 64 (base 58) |
| Willpower | 10 (base 10) |
| Cunning | 13 (base 13) |
Resources
| Life | -65/626 |
| Positive | 103/128 |
| Negative | 69/128 |
| Healing Factor | 1.2732873839944 |
| Regeneration | 0.3183218459986 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 4 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Acid | +13% |
| Light | +11% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 33 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 32%( 70%) |
| Acid | + 28%( 70%) |
| Light | + 25%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Magic stat. |
| 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: 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
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sunlight | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 223/223 damage before it crumbles. Damage Shield |
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
| On fingers | savior's gold ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | gold amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Amulets make your neck look great! |
| In main hand | yew starstaff of channeling (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.20 Spellpower: +17 (+5 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On head | shielding linen wizard hat of light (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Changes resistances: +16% light Changes damage: +11% light Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
| Cloak | linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven cashmere robe of corrosion (+19%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +19% acid / +11% all Changes damage: +13% acid Mental save: +20 (+9 eff.) Mindpower: +3 (+3 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
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. |
320 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Solo the Cornac Anorithil level 22
76th Pyre 122nd year of Ascendancy at 04:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Solo the Cornac Anorithil level 10
74th Pyre 122nd year of Ascendancy at 18:08 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Solo the Cornac Anorithil level 20
75th Pyre 122nd year of Ascendancy at 23:28 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Solo the Cornac Anorithil level 27
77th Pyre 122nd year of Ascendancy at 05:40 see stats
Log
Solo converts damage to paradox!
Solo hits Solo for 20 fire damage.
Solo hits Solo for (49 dissipated), (40 converted), 93 light (93 total damage).
Solo converts damage to paradox!
Solo's light area effect hits Solo for (28 dissipated), (20 converted), 46 light (46 total damage).
Solo casts Attenuate.
Talent Moonlight Ray is ready to use.
Attenuate from Solo hits Solo for 151 temporal damage.
Solo casts Moonlight Ray.
Solo's spell attains critical power!
Solo converts damage to paradox!
Solo hits Solo for 24 fire damage.
Solo hits Solo for (50 dissipated), (70 converted), 162 darkness (162 total damage).
Solo converts damage to paradox!
Solo's light area effect hits Solo for (28 dissipated), (20 converted), 46 light (46 total damage).
Solo uses Infusion: Regeneration.
Solo starts regenerating health quickly.
Attenuate from Solo hits Solo for 151 temporal damage.
Solo converts damage to paradox!
Solo's light area effect hits Solo for (28 dissipated), (20 converted), 46 light (46 total damage).
Solo uses Infusion: Wild.
Solo is no longer pinned.
Solo is cured!
Solo lessens the pain.
Solo casts Temporal Bolt.
Solo hits Solo for 114 temporal damage.
Solo the level 27 cornac anorithil was grandfathered to death by himself in some sort of fetish experiment gone wrong on level 31 of The Arena.
A shield forms around Solo.













































