Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Arena |
Mode | Easy Adventure |
Sex | Male |
Race | Cornac |
Class | Anorithil |
Level / Exp | 42 / 25% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 54 (base 48) |
Magic | 60 (base 60) |
Willpower | 53 (base 51) |
Cunning | 15 (base 13) |
Resources
Life | 992/992 |
Positive | 135/158 |
Negative | 140/143 |
Healing Factor | 1 |
Regeneration | 2.05 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 50 |
Accuracy | 26 |
Crit Chance | 8% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55.333333333333 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 33.05 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 9.1 |
Ranged Defense | 11.1 |
Fatigue | 4 |
Physical Save | 29.725 |
Spell Save | 40.516666666667 |
Mental Save | 44.266666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 29% |
Poison Resistance | 25% |
Bleed Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Star fury | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Celestial / Twilight | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Light |
talent | Corona |
talent | Hymn of Moonlight |
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 | pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
Light source | brass lantern 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 | hardened leather cap of might (0 def, 3 armour) hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con A cap made of leather. |
Tool | defiled elven-wood wand of conjuration [power 337] (10 cooldown) defiled elven-wood wand of conjuration [power 337] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum vim: +10.00 It can be used to fire a bolt of a random element (dam 168-337), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +29% Life regen: +1.80 Rings can have magical properties. |
On fingers | Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 It can be used to activate talent Impending Doom (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your target's doom draws near. Its healing factor is reduced by 100%, and will take 108% of its remaining life (or 669.32, whichever is lower) over 10 turns as arcane damage. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, seatching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around waist | hardened leather belt of the vagrant hardened leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Mental save: +7 Mindpower: +3 A belt that goes around your waist. |
In main hand | Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. The set is complete. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour) heroic hardened leather gloves of dexterity (+4) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Armour: +6 Changes stats: +4 Dex Mental save: +9 Maximum life: +49.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dreamer's silk robe of nature (+21%) (3 def, 0 armour) dreamer's silk robe of nature (+21%) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +18% mind / +21% darkness / +22% nature Changes damage: +15% nature Physical save: +16 Spell save: +14 Mental save: +28 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | regal linen cloak of Eldoral (1 def, 0 armour) regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Dex / +2 Wil / +2 Cun Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | voratun amulet of murder voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +6.0% Critical mult.: +16.00% Amulets can have magical properties. |
Inventory
controlled phase door rune of the sneak (range 9) controlled phase door rune of the sneak (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Cunning 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. |
gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +28% Life regen: +1.70 Rings can have magical properties. |
gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +34% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +28.00 Rings can have magical properties. |
mule's steel ring of darkness (+24%) mule's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% darkness Changes damage: +12% darkness Maximum encumbrance: +22 Rings can have magical properties. |
titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +9 Defense: +9 Changes stats: +2 Con Physical save: +4 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
quick stralite battleaxe (42-63 power, 3 apr) quick stralite battleaxe (42-63 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +14 Changes stats: +7 Dex Massive two-handed battleaxes. |
nature's living mindstar of sand (17.5-19.25 power, 40 apr, nature damage) nature's living mindstar of sand (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 physical Changes resistances: +8% blight / +7% physical Changes resistances penetration: +7% physical Changes damage: +9% nature / +9% physical Disease immunity: +20% Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
balanced orite trident of evisceration (36-57.6 power, 13 apr) balanced orite trident of evisceration (36-57.6 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +13 Physical crit. chance: +16.0% Physical power: +14 Defense: +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orichalcum trident of crippling (54-86.4 power, 16 apr) glacial orichalcum trident of crippling (54-86.4 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +35 ice When wielded/worn: Physical crit. chance: +14.0% Armour: +21 Changes resistances penetration: +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic steel waraxe of crippling (14.5-20.3 power, 3 apr) caustic steel waraxe of crippling (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 15% chance to corrode armor On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +8% acid Life regen: +1.10 One-handed war axes. |
206 alchemist agate 206 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
iron torque of charged psionic shield [power 25] (20 cooldown) iron torque of charged psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic dwarven-steel torque of mindblast [power 221] (6 cooldown) psionic dwarven-steel torque of mindblast [power 221] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 110-221), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
tentacled elven-wood totem of cure ailments [power 3] (10 cooldown) tentacled elven-wood totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 3 poisons or diseases from the target, placing all other charms into a 10 cooldown. Natural totems are made by powerful wilders to store nature power. |
arcane yew wand of firewall [power 181] (6 cooldown) arcane yew wand of firewall [power 181] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 181 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled ash wand of clairvoyance [power 10] (6 cooldown) defiled ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +9.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged dragonbone wand of firewall [power 465] (9 cooldown) supercharged dragonbone wand of firewall [power 465] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to creates a wall of flames lasting for 4 turns (dam 465 overall), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
Log
Talent Searing Light is ready to use.
Osyeric feels pain again.
Talent Twilight Surge is ready to use.
You pickup 0.90 gold pieces.
There is an item here: warded dragonbone wand of conjuration [power 535] (10 cooldown)
Osyeric picks up (k.): alchemist agate.
Talent Firebeam is ready to use.
Talent Sun Flare is ready to use.
Talent Mind Blast is ready to use.
You pickup 1.00 gold pieces.
Talent Infusion: Wild is ready to use.
You pickup 0.70 gold pieces.
Talent Shadow Simulacrum is ready to use.
There is nothing to pick up there.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Osyeric casts Twilight.
Talent Twilight is ready to use.
The shroud of shadows around Osyeric disappears.