








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Convenient Digging 1.5.5 |
Campaign | Arena |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 38 / 89% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 50 (base 34) |
Dexterity | 48 (base 48) |
Constitution | 49 (base 21) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 70 (base 60) |
Resources
Life | 986/986 |
Stamina | 111/201 |
Healing Factor | 1.2671232876712 |
Regeneration | 2.8510273972603 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 7 |
See Invisible | 9 |
Offense: Barehand
Damage | 89 |
Accuracy | 42 |
Crit Chance | 26% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Cold | +15% |
Arcane | +9% |
Offense: Damage Penetration
Lightning | +5% |
Cold | +10% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 37 (46.274970622797%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 5.1114206128134 |
Physical Save | 47 |
Spell Save | 7 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 24%( 75%) |
Temporal | + 15%( 75%) |
Fire | + 35%( 75%) |
Cold | + 37%( 75%) |
All | + 10%( 75%) |
Defense: Immunities
Silence Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 17% |
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: 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 6 for 10 turns. While Heroism is active, you will only die when reaching -593 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. |
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 384 life over 5 turns. Its effects scale with your Dexterity 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 160 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Striking Stance |
talent | Trained Reactions |
beneficial effect | Countering melee attacks: Has a 52% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +2 Cun / +3 Con Changes resistances: +16% lightning / +6% temporal Changes resistances penetration: +5% lightning / +10% arcane Changes damage: +9% arcane / +6% lightning Physical save: +14 (+4 eff.) Mental save: +15 (+8 eff.) Infravision radius: +1 A pair of boots made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 27 mind / 18 darkness Mental save: -10 (-5 eff.) Mindpower: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Con Changes resistances: +12% fire / +10% cold A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +3 lightning / +2 temporal / +2 blight / +2 fire / +3 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 156 to 313, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Silence immunity: +42% Mana each turn: +0.31 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Changes resistances cap: +5% all Physical save: +12 (+4 eff.) Blindness immunity: +17% Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +16% fire Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of leather. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 155 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +14 (+4 eff.) Physical save: +21 (+7 eff.) Mindpower: +7 (+3 eff.) A belt that goes around your waist. |
Inventory
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +1 Changes stats: +2 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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
By Colukeon the Cornac Brawler level 16
75th Pyre 122nd year of Ascendancy at 23:35 see stats
By Colukeon the Cornac Brawler level 33
79th Pyre 122nd year of Ascendancy at 00:00 see stats
By Colukeon the Cornac Brawler level 10
75th Pyre 122nd year of Ascendancy at 02:45 see stats
By Colukeon the Cornac Brawler level 20
76th Pyre 122nd year of Ascendancy at 12:45 see stats
By Colukeon the Cornac Brawler level 30
78th Pyre 122nd year of Ascendancy at 07:15 see stats
By Colukeon the Cornac Brawler level 38
1st Mirth 122nd year of Ascendancy at 05:17 see stats
By Colukeon the Cornac Brawler level 38
1st Mirth 122nd year of Ascendancy at 05:17 see stats
Log
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Nightmare (Adventure) difficulty)!
Rej Arkatis explodes into a shower of gore!
Colukeon damages himself through Martyrdom!
Rej Arkatis hits Colukeon for (0 resist armour), 0 physical, (0 resist armour), 0 physical, (0 resist armour), 0 physical (0 total damage).
Touch of Death from Colukeon hits Rej Arkatis for 641 physical damage.
Grappled from Colukeon hits Rej Arkatis for 39 physical damage.
Bleeding from Colukeon hits Rej Arkatis for 10 physical damage.
Bleeding from Colukeon killed Rej Arkatis!
Colukeon has released the hold.
You pickup 2.35 gold pieces.
You pickup 1.00 gold pieces.
Talent Infusion: Regeneration is ready to use.
Talent Double Strike is ready to use.
You pickup 0.80 gold pieces.
Talent Take Down is ready to use.
Talent Dirty Fighting is ready to use.
Talent Uppercut is ready to use.
Talent Combination Kick is ready to use.
Talent Flurry of Fists is ready to use.
Talent Touch of Death is ready to use.
Talent Axe Kick is ready to use.
Colukeon deactivates Striking Stance.
Colukeon deactivates Trained Reactions.