









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 32 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by naga tide huntress at level 32 on the 79th Pyre 122nd year of Ascendancy at 00:57 / 1 |
Primary Stats
| Strength | 57 (base 50) |
| Dexterity | 10 (base 10) |
| Constitution | 42 (base 42) |
| Magic | 12 (base 10) |
| Willpower | 52 (base 43) |
| Cunning | 10 (base 10) |
Resources
| Life | -24/906 |
| Hate | 78/100 |
| Healing Factor | 1.196350883624 |
| Regeneration | 64.375641047805 |
Speed
| Mental | +55.769854152873% |
| Attack | 0% |
| Movement | +349.16611479881% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 41 |
| Crit Chance | 11% |
| APR | 9 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +51% |
| Lightning | +13% |
| Light | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 33.292304923968 (86.818181818182%) |
| Defense | 9 |
| Ranged Defense | 14 |
| Fatigue | 17 |
| Physical Save | 44 |
| Spell Save | 38 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 28%( 70%) |
| Darkness | + 37%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 12%( 71%) |
| Cold | + 19%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 66% |
| Confusion Resistance | 44% |
| Fear Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 230 damage for 6 turns. |
Class Talents
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +41% physical damage, +21 physical save, +21 mental save, 48/48 damage shrugged off this turn) Rampaging |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 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 | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | Stalking naga tide huntress. Bonus level 2: +16 attack, +17% melee damage, +1.00 hate/turn prey was hit. Stalking 170/819 +2 |
| beneficial effect | A flow of life spins around the target, regenerating 50.76 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
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 | blood-soaked pair of voratun boots of uncanny dodging (7 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Armour: +5 Defense: +7 (+7 eff.) Ranged Defense: +5 (+5 eff.) Fatigue: +4% 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 iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Str Changes resistances: +5% lightning Changes damage: +3% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 56 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | savior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +1.40 Rings can have magical properties. |
| On fingers | psionicist's steel ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+2 eff.) Spellpower: +6 (+4 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
| Around neck | savior's steel amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Amulets can have magical properties. |
| In main hand | steel battleaxe of massacre (Nightmares) (31.5-47.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
| Main armor | radiant dwarven-steel mail armour of Eyal (Madness) (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +1 Wil Changes resistances: +10% blight / +10% darkness Life regen: +1.40 Maximum life: +55.00 Light radius: +1 Healing mod.: +10% A suit of armour made of mail. |
| Light source | 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. |
| Cloak | thick linen cloak of battle (Nightmares) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | nightruned hardened leather belt of valiancePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +8% light / +8% darkness Mental save: +7 (+2 eff.) Maximum life: +46.00 A belt that goes around your waist. |
Inventory
treant's voratun ring of lightning (+7%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +7% blight / +8% nature / +30% lightning Changes damage: +15% lightning Poison immunity: +19% Disease immunity: +15% Rings can have magical properties. |
Tayon the dragonbone starstaff (Madness) (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +4 Wil / +6 Mag Changes resistances: +9% mind Changes damage: +30% temporal Talent granted: +1 Command Staff Physical save: +20 (+7 eff.) Spell save: +6 (+2 eff.) Blindness immunity: +10% Silence immunity: +15% Mana each turn: +0.35 Maximum mana: +174.00 Maximum stamina: +10.00 Spellpower: +20 (+11 eff.) Spell crit. chance: +14% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
grounding pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
743 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. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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 (Roguelike)
Got to wave 20 in the arena.By Here I go again on my own the Cornac Cursed level 19
76th Pyre 122nd year of Ascendancy at 01:33 see stats
Level 10 (Roguelike)
Got a character to level 10.By Here I go again on my own the Cornac Cursed level 10
74th Pyre 122nd year of Ascendancy at 23:30 see stats
Level 20 (Roguelike)
Got a character to level 20.By Here I go again on my own the Cornac Cursed level 20
76th Pyre 122nd year of Ascendancy at 07:55 see stats
Level 30 (Roguelike)
Got a character to level 30.By Here I go again on my own the Cornac Cursed level 30
78th Pyre 122nd year of Ascendancy at 04:05 see stats
Log
Here I go again on my own receives 22 healing from Unnatural Body.
Naga tide huntress shoots!
Here I go again on my own uses Slash.
Alchemist casts Elemental Bolt!
Your hatred grows even as your life fades! (+4 hate)
Here I go again on my own begins rampaging!
Naga tide huntress's Shoot hits Here I go again on my own for 79 physical, 0 light, 0 fire, 12 fire (91 total damage).
Here I go again on my own hits Naga tide huntress for 149 physical, 6 lightning (155 total damage).
Here I go again on my own has shrugged off 48 damage and is ready for more.
Talent Reckless Charge is ready to use.
Talent Infusion: Regeneration is ready to use.
Naga tide huntress shoots!
Naga tide huntress's Shoot hits Here I go again on my own for 43 physical, 14 light, 21 fire, 24 fire (103 total damage).
Here I go again on my own uses Infusion: Regeneration.
Here I go again on my own starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Alchemist's Elemental Bolt hits Alchemist for 146 lightning damage.
Naga tide huntress shoots!
Your hatred grows even as your life fades! (+4 hate)
Naga tide huntress's Shoot hits Here I go again on my own for 81 physical damage.
Here I go again on my own the level 32 cornac cursed was smashed to death by a naga tide huntress on level 49 of The Arena.
Naga tide huntress's Shoot killed Here I go again on my own!
Here I go again on my own deactivates Gloom.
Naga tide huntress is no longer being stalked by Here I go again on my own.
Here I go again on my own deactivates Cleave.
Here I go again on my own is no longer rampaging.
Here I go again on my own deactivates Stalk.
Here I go again on my own stops regenerating health quickly.



















































