Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 20 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by master slinger at level 20 on the 76th Pyre 122nd year of Ascendancy at 13:22 / 1 |
Primary Stats
| Strength | 50 (base 47) |
| Dexterity | 10 (base 10) |
| Constitution | 29 (base 24) |
| Magic | 14 (base 10) |
| Willpower | 37 (base 28) |
| Cunning | 17 (base 10) |
Resources
| Life | -1/500 |
| Hate | 71/100 |
| Healing Factor | 0.58758250011668 |
| Regeneration | 1.3220606252625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 26 |
| Crit Chance | 2% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 42.92 (81.030927835052%) |
| Defense | 16 |
| Ranged Defense | 23 |
| Fatigue | 45 |
| Physical Save | 32 |
| Spell Save | 35 |
| Mental Save | 28 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cursed / Strife | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| 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 26.86 nature damage per turn and decreasing all heals received by 25%. Insidious Poison |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| detrimental effect | The target has been revealed, reducing its stealth power by 18. Luminescence |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 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. |
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 feet | miner's pair of dwarven-steel boots (Shrouds) (0 def, 8 armour) miner's pair of dwarven-steel boots (Shrouds) (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Infravision radius: +1 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | storm dwarven-steel gauntlets of butchering (Shrouds) (0 def, 2 armour) storm dwarven-steel gauntlets of butchering (Shrouds) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Physical power: +5 (+1 eff.) Armour: +2 Damage (Melee): 5 lightning Changes resistances: +5% blight / +5% lightning Changes damage: +6% lightning Spell save: +10 (+5 eff.) Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | dwarven-steel helm of might (Misfortune) (0 def, 4 armour) dwarven-steel helm of might (Misfortune) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Con Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On fingers | savior's steel ring of darkness (+22%) savior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +6 (+3 eff.) Spell save: +9 (+5 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
| On fingers | solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Mindpower: +7 (+4 eff.) Rings can have magical properties. |
| Around neck | savior's steel amulet of willpower (+4) savior's steel amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Physical save: +12 (+6 eff.) Spell save: +16 (+7 eff.) Mental save: +13 (+7 eff.) Amulets can have magical properties. |
| In main hand | blazebringer's dwarven-steel mace (Nightmares) (25.5-35.7 power, 4 apr) blazebringer's dwarven-steel mace (Nightmares) (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +6% fire Global speed: +4% Curse of Nightmares Blunt and deadly. |
| In off hand | shocking dwarven-steel shield of fire resistance (+15%) (Nightmares) (8 def, 2 armour, 78 block) shocking dwarven-steel shield of fire resistance (+15%) (Nightmares) (8 def, 2 armour, 78 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+6 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 lightning Damage when hit (Melee): 12 lightning Changes resistances: +15% fire Talent granted: +3 Block Curse of Nightmares Handheld deflection devices. |
| Light source | ethereal brass lantern ethereal brass lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Spellpower: +6 (+2 eff.) 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. |
| Main armor | rejuvenating stralite plate armour of the deep (Misfortune) (7 def, 16 armour) rejuvenating stralite plate armour of the deep (Misfortune) (7 def, 16 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +16 Defense: +7 (+5 eff.) Fatigue: +26% Changes resistances: +13% acid / +8% cold Allows you to breathe in: water Life regen: +2.00 Stamina each turn: +1.30 Curse of Misfortune A suit of armour made of metal plates. |
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. |
clarifying gold amulet clarifying gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +17% mind Confusion immunity: +23% Amulets can have magical properties. |
cleansing steel amulet cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% nature / +12% blight Poison immunity: +20% Disease immunity: +25% Amulets can have magical properties. |
savior's copper ring of nature (+22%) savior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+4 eff.) Confusion immunity: +25% Rings can have magical properties. |
acidic steel greatmaul of massacre (Corpses) (39.5-59.25 power, 2 apr) acidic steel greatmaul of massacre (Corpses) (39.5-59.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Curse of Corpses Massive two-handed mauls. |
hardened leather sling of nature (Madness) hardened leather sling of nature (Madness)Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +10 nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +8% nature Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
stealthy pair of rough leather boots of evasion (Madness) (11 def, 1 armour) stealthy pair of rough leather boots of evasion (Madness) (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+7 eff.) Fatigue: +1% Changes stats: +6 Lck / +4 Dex Stealth bonus: +5 Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 21% chance to completely evade them and granting you 8 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
traveler's pair of rough leather boots (Shrouds) (0 def, 1 armour) traveler's pair of rough leather boots (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Curse of Shrouds A pair of boots made of leather. |
iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour) iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Changes stats: +2 Dex Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets (Corpses) (0 def, 1 armour) steady iron gauntlets (Corpses) (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
steel plate armour of spell shielding (Madness) (4 def, 9 armour) steel plate armour of spell shielding (Madness) (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Changes resistances: +6% arcane Spell save: +10 (+5 eff.) Curse of Madness A suit of armour made of metal plates. |
shocking steel shield of acid resistance (+16%) (Corpses) (6 def, 2 armour, 40.5 block) shocking steel shield of acid resistance (+16%) (Corpses) (6 def, 2 armour, 40.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+5 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 12 lightning Changes resistances: +16% acid Talent granted: +2 Block Curse of Corpses Handheld deflection devices. |
45 alchemist agate 45 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
barbed pouch of steel shots of crippling (21/21, 20-24 power, 2 apr) barbed pouch of steel shots of crippling (21/21, 20-24 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +10.5% Capacity: 21 On weapon crit: * wounds the target * cripple the target Damage (Ranged): +7 bleed Shots are used with slings to pummel your foes to death. |
supercharged ash wand of conjuration [power 205] (14 cooldown) supercharged ash wand of conjuration [power 205] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element with (base) damage 102 to 205, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Kriocker the Cornac Cursed level 17
76th Pyre 122nd year of Ascendancy at 00:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Kriocker the Cornac Cursed level 10
75th Pyre 122nd year of Ascendancy at 01:51 see stats
Level 20 (Roguelike)
Got a character to level 20.By Kriocker the Cornac Cursed level 20
76th Pyre 122nd year of Ascendancy at 10:10 see stats
Log
Kriocker uses Block.
Master slinger shoots!
Master slinger shoots!
Master slinger's Shoot hits Kriocker for (14 blocked), 0 physical, 19 nature, 7 temporal, 10 darkness, 5 cold (41 total damage).
Master slinger uses Infusion: Sun.
Master slinger loses sight!
Kriocker shrugs off the effect 'Blinded'!
Master slinger has been illuminated.
Kriocker has been illuminated.
Master slinger's Shoot hits Kriocker for (11 blocked), 0 physical, 21 nature, 8 temporal (29 total damage).
Your hatred grows even as your life fades! (+4 hate)
Master slinger shoots!
Insidious Poison from Master slinger hits Kriocker for 27 nature damage.
Master slinger shoots!
Master slinger's Shoot misses Kriocker.
Master slinger shoots!
Master slinger shoots!
Master slinger's Shoot misses Kriocker.
Your hatred grows even as your life fades! (+4 hate)
Kriocker stops regenerating health quickly.
Insidious Poison from Master slinger hits Kriocker for 27 nature damage.
Kriocker the level 20 cornac cursed was naturalised to death by a master slinger on level 25 of The Arena.
Insidious Poison from Master slinger killed Kriocker!
Kriocker deactivates Repel.
Kriocker deactivates Gloom.
Kriocker deactivates Stalk.
Kriocker is no longer illuminated.
Kriocker is no longer poisoned.
