









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 | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 47 / 45% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 36 (base 34) |
| Dexterity | 74 (base 60) |
| Constitution | 66 (base 60) |
| Magic | 15 (base 10) |
| Willpower | 28 (base 22) |
| Cunning | 32 (base 24) |
Resources
| Life | 1201/1201 |
| Stamina | 181/181 |
| Psi | 118/118 |
| Healing Factor | 1.5859322033898 |
| Regeneration | 11.270751305564 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 7 |
| See Stealth | 44.156612690121 |
| See Invisible | 44.156612690121 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 78 |
| Crit Chance | 23% |
| APR | 41 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +18% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (70.376569037657%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 27 |
| Mental Save | 20 |
Defense: Resistances
| Fire | + 25%( 70%) |
| Mind | + 27%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 26%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
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: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 539% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Munitions | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Aim |
| talent | Venomous Ammunition |
| talent | Precise Strikes |
| 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 | blood-soaked pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% A pair of boots made of leather. |
| Quiver | hateful quiver of dragonbone arrows of torment (22/22, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to torment the target Damage (Ranged): +49 darkness / +29 mind Damage against: +18% Living 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 | insulating hardened leather cap of constitution (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +6% fire / +7% cold A cap made of leather. |
| Tool | quiet voratun torque of thermal psionic shield [power 153] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 153 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +14 Defense: +12 (+4 eff.) Changes stats: +5 Mag Spell save: +10 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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. |
| On fingers | solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +1.40 Maximum life: +79.00 Mindpower: +13 (+7 eff.) Healing mod.: +23% Rings can have magical properties. |
| Around waist | insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% fire / +6% cold Maximum encumbrance: +21 A belt that goes around your waist. |
| In main hand | ranger's elven-wood longbow of fireRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 fire When wielded/worn: Changes stats: +8 Dex Changes damage: +18% fire Longbows are used to shoot arrows at your foes. |
| Main armor | hardened leather armour of stability (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +6% physical Physical save: +12 (+6 eff.) A suit of armour made of leather. |
| Cloak | murderer's linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +2 Cun / +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 | clarifying gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +14% mind Confusion immunity: +24% Amulets can have magical properties. |
Inventory
marksman's copper ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
quick stralite battleaxe of evisceration (46-69 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing When wielded/worn: Accuracy: +16 (+4 eff.) Physical crit. chance: +14.0% Physical power: +16 (+4 eff.) Changes stats: +7 Dex Massive two-handed battleaxes. |
Newly picked upstralite greatmaul (53-79.5 power, 3 apr) Requires: - Strength 35 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Massive two-handed mauls. |
warbringer's voratun mace of vileness (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 22% chance to disease Damage (Melee): +24 blight When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +4 Con Changes resistances penetration: +13% physical Disarm immunity: +16% Blunt and deadly. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
enlightening steel plate armour of stability (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +6 Cun / +6 Wil Changes resistances: +7% physical Physical save: +15 (+7 eff.) Mental save: +16 (+8 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 Andruha the Cornac Archer level 24
76th Pyre 122nd year of Ascendancy at 03:33 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Andruha the Cornac Archer level 41
79th Pyre 122nd year of Ascendancy at 04:18 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Andruha the Cornac Archer level 10
74th Pyre 122nd year of Ascendancy at 21:21 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Andruha the Cornac Archer level 20
75th Pyre 122nd year of Ascendancy at 12:46 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Andruha the Cornac Archer level 30
77th Pyre 122nd year of Ascendancy at 01:03 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Andruha the Cornac Archer level 40
78th Pyre 122nd year of Ascendancy at 23:18 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Andruha the Cornac Archer level 46
1st Mirth 122nd year of Ascendancy at 06:56 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Andruha the Cornac Archer level 46
1st Mirth 122nd year of Ascendancy at 03:38 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Andruha the Cornac Archer level 43
79th Pyre 122nd year of Ascendancy at 14:45 see stats
Log
Talent Pin Down is ready to use.
Talent Evasion is ready to use.
Andruha deactivates Aim.
Andruha activates Aim.
Andruha deactivates Precise Strikes.
Andruha activates Precise Strikes.
Andruha deactivates Trained Reactions.
Andruha activates Trained Reactions.
Andruha deactivates Venomous Ammunition.
Andruha activates Venomous Ammunition.
Talent Scatter Shot is ready to use.
Talent Concealment is ready to use.
Talent Enhanced Munitions is ready to use.
Talent Fragmentation Shot is ready to use.
Talent Shadow Shot is ready to use.
Talent Called Shots is ready to use.
Talent Trueshot is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Andruha deactivates Precise Strikes.
Andruha deactivates Venomous Ammunition.
Andruha deactivates Aim.
Andruha deactivates Trained Reactions.





































































