Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 44 / 85% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 80 (base 60) |
| Dexterity | 58 (base 51) |
| Constitution | 71 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 1402/1402 |
| Stamina | 252/252 |
| Healing Factor | 1.6196680497925 |
| Regeneration | 22.426170755231 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 32.549391208114 |
| See Invisible | 43.549391208114 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 60 |
| Crit Chance | 25% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (38.536585365854%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 3.669446550417 |
| Physical Save | 47 |
| Spell Save | 43 |
| Mental Save | 39 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Confusion Resistance | 29% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 10 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -522 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 377 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
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 feet | wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +4 Con Physical save: +10 (+3 eff.) Mental save: +18 (+6 eff.) Stamina each turn: +0.90 Maximum stamina: +33.00 A pair of boots made of leather. |
| Light source | alchemist's lamp of clarity alchemist's lamp of clarityInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | mindcaging voratun helm of the bounder (0 def, 5 armour) mindcaging voratun helm of the bounder (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Dex Changes resistances: +22% mind Mental save: +21 (+7 eff.) Confusion immunity: +29% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 133% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | drakeskin leather belt of recklessness drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Critical mult.: +8.00% A belt that goes around your waist. |
| In main hand | chilling voratun greatmaul of massacre (82-123 power, 4 apr) chilling voratun greatmaul of massacre (82-123 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 cold Massive two-handed mauls. |
| On hands | radiant drakeskin leather gloves of strength (+4) (0 def, 3 armour) radiant drakeskin leather gloves of strength (+4) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +3 Damage (Melee): 12 light Changes stats: +4 Str Changes resistances: +9% light Changes damage: +7% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | elven-silk robe 'Scumtitan' (5 def, 0 armour) elven-silk robe 'Scumtitan' (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +4 Wil Changes resistances: +14% blight / +24% fire / +16% mind Changes resistances penetration: +10% nature Changes damage: +16% mind / +16% fire Grants telepathy: Dragon Life regen: +3.70 Maximum life: +68.00 Light radius: +2 See invisible: +6 Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing stralite amulet of vision vitalizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Con Physical save: +7 (+2 eff.) Blindness immunity: +21% Life regen: +1.00 Maximum life: +34.00 Infravision radius: +4 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
Inventory
movement infusion (352% speed; 5 turns) movement infusion (352% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 352% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
vision rune of the warrior (radius 15; dur 22; see undead) vision rune of the warrior (radius 15; dur 22; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 34) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any undead around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
mindweaver's stralite amulet of perfection (0.34 Technique / Warcries,0.34 Technique / Superiority) mindweaver's stralite amulet of perfection (0.34 Technique / Warcries,0.34 Technique / Superiority)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Talent masteries: +0.34 Technique / Warcries +0.34 Technique / Superiority Mental save: +12 (+4 eff.) Confusion immunity: +18% Mindpower: +9 (+5 eff.) Amulets can have magical properties. |
wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
steel ring of warding steel ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +17% acid / +18% fire / +16% lightning / +14% cold Rings can have magical properties. |
warrior's gold ring of sensing warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +25% Infravision radius: +4 See stealth: +11 See invisible: +10 Rings can have magical properties. |
Skybrawn (42.5-59.5 power, 6 apr) Skybrawn (42.5-59.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +12 temporal When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +25 Physical crit. chance: +10.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 14 temporal Changes resistances: +13% temporal Changes resistances penetration: +9% physical Critical mult.: +13.00% Cut immunity: +20% Disarm immunity: +10% Confusion immunity: +5% Only die when reaching: -40.00 life Sharp, long, and deadly. |
magewarrior's short ash vilestaff of greater warding (15-18 power, 3 apr, darkness element) magewarrior's short ash vilestaff of greater warding (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +6.0% Physical power: +8 (+2 eff.) Armour: +7 Defense: +8 (+3 eff.) Maximum wards: +3 darkness Changes damage: +15% darkness Talents granted: +2 Ward +1 Command Staff Critical mult.: +10.00% Spellpower: +12 (+11 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
blazebringer's coral trident of shearing (13-20.8 power, 6 apr) blazebringer's coral trident of shearing (13-20.8 power, 6 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +10 fire When wielded/worn: Armour penetration: +9 Changes resistances penetration: +10% physical / +10% fire Changes damage: +10% physical Global speed: +3% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
nightruned rough leather belt of life nightruned rough leather belt of lifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
hardened voratun plate armour of implacability (9 def, 31 armour) hardened voratun plate armour of implacability (9 def, 31 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +9 (+3 eff.) Fatigue: +16% Changes resistances: +9% acid / +11% physical / +6% cold / +11% lightning / +11% fire Physical save: +8 (+2 eff.) A suit of armour made of metal plates. |
396 alchemist agate 396 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
bright yew wand of conjuration [power 223] (10 cooldown) bright yew wand of conjuration [power 223] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 112 to 223, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled dragonbone wand of firewall [power 285] (6 cooldown) defiled dragonbone wand of firewall [power 285] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +10.00 It can be used to creates a wall of flames lasting 4 turns (dealing 331 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy yew wand of conjuration [power 223] (10 cooldown) shadowy yew wand of conjuration [power 223] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 112 to 223, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 negative energy. 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
Arena Battler 20
Got to wave 20 in the arena.By Samuel the Cornac Berserker level 19
76th Pyre 122nd year of Ascendancy at 01:40 see stats
Arena Battler 50
Got to wave 50 in the arena.By Samuel the Cornac Berserker level 38
79th Pyre 122nd year of Ascendancy at 03:53 see stats
Grand Master
Earned the rank of Grand Master in the arena.By Samuel the Cornac Berserker level 36
79th Pyre 122nd year of Ascendancy at 03:34 see stats
Level 10
Got a character to level 10.By Samuel the Cornac Berserker level 10
75th Pyre 122nd year of Ascendancy at 03:22 see stats
Level 20
Got a character to level 20.By Samuel the Cornac Berserker level 20
76th Pyre 122nd year of Ascendancy at 04:55 see stats
Level 30
Got a character to level 30.By Samuel the Cornac Berserker level 30
77th Pyre 122nd year of Ascendancy at 13:56 see stats
Level 40
Got a character to level 40.By Samuel the Cornac Berserker level 40
79th Pyre 122nd year of Ascendancy at 13:03 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Samuel the Cornac Berserker level 44
1st Mirth 122nd year of Ascendancy at 08:45 see stats
Size matters
Did over 600 damage in one attack.By Samuel the Cornac Berserker level 29
77th Pyre 122nd year of Ascendancy at 10:55 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Samuel the Cornac Berserker level 26
76th Pyre 122nd year of Ascendancy at 23:16 see stats
Log
Samuel killed Rej Arkatis!
Insidious Poison from Rej Arkatis hits Samuel for 2 nature damage.
Berserker Rage's rage subsides!
Talent Infusion: Wild is ready to use.
Insidious Poison from Rej Arkatis hits Samuel for 2 nature damage.
Insidious Poison from Rej Arkatis hits Samuel for 2 nature damage.
Talent Stunning Blow is ready to use.
Insidious Poison from Rej Arkatis hits Samuel for 2 nature damage.
Samuel is no longer poisoned.
Talent Execution is ready to use.
Talent Death Dance is ready to use.
Samuel no longer revels in blood quite so much.
Talent Shattering Blow is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rush is ready to use.
Talent Perfect Strike is ready to use.
Talent Blinding Speed is ready to use.
Samuel deactivates Berserker Rage.
Samuel deactivates Daunting Presence.
