









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 | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 24 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by naga myrmidon at level 24 on the 76th Pyre 122nd year of Ascendancy at 09:26 / 1 |
Primary Stats
| Strength | 43 (base 43) |
| Dexterity | 61 (base 53) |
| Constitution | 10 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | -21/438 |
| Stamina | 6/97 |
| Healing Factor | 1 |
| Regeneration | 12.25 |
Speed
| Mental | +13% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 15.703251193202 |
| See Invisible | 15.703251193202 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 65 |
| Crit Chance | 2% |
| APR | 5 |
| Speed | 0.71 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Physical | +12% |
Offense: Damage Penetration
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 5 (38.536585365854%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 15 |
| Mental Save | 13 |
Defense: Resistances
| Temporal | + 7%( 70%) |
| Lightning | + 32%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
Inscriptions (2/3)
| 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 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: 18 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. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Aim |
| talent | Venomous Ammunition |
| talent | Trained Reactions |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 5% feedback damage from all damage done. Empathic Hex |
| beneficial effect | Increases attack speed by 13%. Bullseye |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 37.27 fire damage, and talent cooldowns are increased by 36% plus 1 turn. Burning Hex |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has 34% chance to evade melee and ranged attacks and gains 37 defense. Evasion |
| detrimental effect | The target is poisoned, taking 58.71 nature damage per turn. Poison |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 45%. Exhaustion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 | pair of rough leather boots of evasion (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+4 eff.) Fatigue: +1% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | quiver of elm arrows (15/19, 13-18.2 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 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 | grounding rough leather cap of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% lightning / +7% temporal A cap made of leather. |
| On fingers | savior's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +7 (+4 eff.) Spell save: +8 (+6 eff.) Mental save: +6 (+6 eff.) Rings can have magical properties. |
| On fingers | copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +6 (+4 eff.) Rings can have magical properties. |
| Around waist | rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 A belt that goes around your waist. |
| In main hand | ranger's elm longbow of powerRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +12% physical Changes damage: +12% physical Longbows are used to shoot arrows at your foes. |
| On hands | rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | spiked rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning A suit of armour made of leather. |
| Cloak | linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+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 neck | grounding steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Inventory
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: 21 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 1 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. |
insulating gold amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% fire / +13% cold Amulets can have magical properties. |
steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +5 (+5 eff.) Rings can have magical properties. |
psionicist's steel ring of darkness (+24%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +6 (+6 eff.) Rings can have magical properties. |
savage's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+8 eff.) Disarm immunity: +34% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +23.00 Maximum stamina: +19.00 Rings can have magical properties. |
savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +8 (+7 eff.) Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +28.00 Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
balanced steel greatmaul of paradox (27-40.5 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: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +9 temporal When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 7 temporal Changes resistances: +10% temporal Disarm immunity: +34% Massive two-handed mauls. |
elm longbow of piercing arrows (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. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 It can be used to activate talent Piercing Arrow (costing 10 power out of 10/10) : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal 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. |
mighty ash longbow of powerRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +15% physical Changes damage: +17% physical Longbows are used to shoot arrows at your foes. |
ash magestaff of might (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of fate (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +11 (+6 eff.) Spell save: +7 (+6 eff.) Mental save: +5 (+5 eff.) Spellpower: +6 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe of phasing (11.5-16.1 power, 11 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (Melee): +5 cold One-handed war axes. |
insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
grounding pair of hardened leather boots of uncanny dodging (3 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes resistances: +7% lightning / +6% temporal A pair of boots made of leather. |
stralite mail armour of acid resistance (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes resistances: +21% acid A suit of armour made of mail. |
134 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning 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. |
bright ash wand of clairvoyance [power 10] (29/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Selest the Cornac Archer level 23
76th Pyre 122nd year of Ascendancy at 03:48 see stats
Level 10 (Roguelike)
Got a character to level 10.By Selest the Cornac Archer level 10
74th Pyre 122nd year of Ascendancy at 20:54 see stats
Level 20 (Roguelike)
Got a character to level 20.By Selest the Cornac Archer level 20
75th Pyre 122nd year of Ascendancy at 19:20 see stats
Log
Hexer hits Selest for 37 fire damage.
Talent Headshot is ready to use.
Naga myrmidon rushes out!
Naga myrmidon misses Selest.
Poison from Naga myrmidon hits Selest for 59 nature damage.
Selest uses Tumble.
Selest slows down.
Hexer hits Selest for 37 fire damage.
Selest activates Venomous Ammunition.
Selest deactivates Incendiary Ammunition.
Hexer hits Selest for 37 fire damage.
Selest uses Infusion: Regeneration.
Selest starts regenerating health quickly.
Naga myrmidon casts Rune: Acid Wave.
Selest is disarmed!
Selest reacts to damage from Naga myrmidon, mitigating the blow!.
Naga myrmidon hits Selest for (26 reacted , -6 stam), 56 acid (56 total damage).
Poison from Naga myrmidon hits Selest for 59 nature damage.
Selest the level 24 cornac archer was slimed to death by a naga myrmidon on level 23 of The Arena.
Poison from Naga myrmidon killed Selest!
Selest stops regenerating health quickly.
Selest stops being poisoned.
Selest rearms.
Selest is no longer evading attacks.
Selest is free from the hex.
Selest deactivates Trained Reactions.
Selest deactivates Aim.
Selest is free from the hex.
Selest deactivates Venomous Ammunition.









































































