










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 46 / 44% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 72 (base 60) |
| Dexterity | 60 (base 60) |
| Constitution | 24 (base 12) |
| Magic | 16 (base 10) |
| Willpower | 23 (base 19) |
| Cunning | 50 (base 46) |
Resources
| Life | 931/931 |
| Stamina | 166/166 |
| Equilibrium | 0 |
| Healing Factor | 1.1082474226804 |
| Regeneration | 3.6018041237113 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 74.292576378924 |
| See Invisible | 73.292576378924 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 65 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +22% |
| Darkness | +20% |
| Fire | +31% |
| All | +10% |
Offense: Damage Penetration
| Fire | +10% |
| Physical | +35% |
Defense: Base
| Armour (hardiness) | 8 (70.376569037657%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 44 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 25%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 11%( 70%) |
| Cold | + 33%( 70%) |
| Blight | + 13%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 12%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 368 damage for 6 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 5 for 11 turns. While Heroism is active, you will only die when reaching -535 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.47 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Piercing Ammunition |
| talent | Intuitive Shots |
| talent | Trained Reactions |
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 | Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 34 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Quiver | psychokinetic quiver of ash arrows of erosion (21/21, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +9 temporal / +8 nature / +23 physical Arrows are used with bows to pierce your foes to death. |
| 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. |
| On head | shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag Changes resistances: +15% darkness Changes damage: +10% darkness Spell save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Phoenixreeve [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind / 4 fire Changes resistances: +15% mind Changes resistances penetration: +10% fire Changes damage: +3% fire Talent cooldown: Rushing Claws (-3 turns) Talent granted: +7 Rushing Claws It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's voratun ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Str / +5 Con Blindness immunity: +32% Infravision radius: +4 See stealth: +16 See invisible: +15 Rings can have magical properties. |
| On fingers | steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 24 light Rings can have magical properties. |
| Around waist | blurring hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +3 Con Stealth bonus: +8 Mental save: +10 (+5 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
| In main hand | mighty elm longbow of piercing arrows of power (1/1)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +14% physical Changes damage: +12% physical It can be used to activate talent Piercing Arrow (costing 9 power out of 10/10) : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 8 Travel Speed: instantaneous Description: You fire an arrow that cuts right through anything, piercing multiple targets if possible with nigh infinite armor penetration, doing 132% damage. Longbows are used to shoot arrows at your foes. |
| On hands | drakeskin leather gloves of the iron hand (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +36% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dispeller's silk robe of power (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% lightning / +7% darkness / +9% blight / +8% fire / +10% cold / +7% light Changes damage: +10% all Physical save: +14 (+6 eff.) Spell save: +27 (+9 eff.) Mental save: +14 (+7 eff.) Spellpower: +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical 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. |
| Around neck | gold amulet of mastery (0.17 Technique / Sniper)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.17 Technique / Sniper Amulets can have magical properties. |
Inventory
wild infusion of the warrior (resist 30%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random magical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. 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. |
phase door rune of the titan (range 11; power 30; dur 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Constitution 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. |
thunderous voratun battleaxe of crippling (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 31% chance to daze at end of turn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +17.0% Changes stats: +6 Str / +5 Dex / +5 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances penetration: +19% lightning Massive two-handed battleaxes. |
ethereal elven-wood magestaff of might (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+4 eff.) Damage (Melee): 11 % chance of confusion Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +19 (+10 eff.) Spell crit. chance: +15% Damage Shield penetration: +33% Staves designed for wielders of magic, by the greats of the art. |
enlightening voratun plate armour of stability (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Cun / +7 Wil Changes resistances: +8% physical Physical save: +14 (+6 eff.) Mental save: +25 (+10 eff.) A suit of armour made of metal plates. |
Scrying OrbPowered 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
Arena Battler 20 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Rebecca the Cornac Archer level 25
76th Pyre 122nd year of Ascendancy at 03:55 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Rebecca the Cornac Archer level 41
79th Pyre 122nd year of Ascendancy at 03:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rebecca the Cornac Archer level 10
74th Pyre 122nd year of Ascendancy at 21:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Rebecca the Cornac Archer level 20
75th Pyre 122nd year of Ascendancy at 17:41 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Rebecca the Cornac Archer level 30
76th Pyre 122nd year of Ascendancy at 19:28 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Rebecca the Cornac Archer level 40
78th Pyre 122nd year of Ascendancy at 20:20 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Rebecca the Cornac Archer level 46
1st Mirth 122nd year of Ascendancy at 05:23 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Rebecca the Cornac Archer level 33
77th Pyre 122nd year of Ascendancy at 17:16 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Rebecca the Cornac Archer level 34
77th Pyre 122nd year of Ascendancy at 17:30 see stats
Log
You pickup 0.90 gold pieces.
Talent Sentinel is ready to use.
Talent Trueshot is ready to use.
Talent Called Shots is ready to use.
Talent Evasion is ready to use.
Talent Rune: Shielding is ready to use.
Talent Shadow Shot is ready to use.
There is an item here: heroism infusion (+5 for 11 turns, die at -535)
Ran for 7 turns (stop reason: object seen).
Rebecca picks up (a.): heroism infusion (+5 for 11 turns, die at -535).
You have no more inscription slots.
You are now inscribed with Infusion: Heroism.
Resting starts...
Talent Infusion: Heroism is ready to use.
Rested for 33 turns (stop reason: all resources and life at maximum).
Rebecca uses Infusion: Heroism.
Resting starts...
Talent Infusion: Heroism is ready to use.
Rested for 22 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Rebecca deactivates Piercing Ammunition.
Rebecca deactivates Aim.
Rebecca deactivates Intuitive Shots.
Rebecca deactivates Trained Reactions.



































































