










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 30 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Rej Arkatis at level 30 on the 76th Pyre 122nd year of Ascendancy at 23:34 6 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 73 (base 60) |
| Willpower | 70 (base 58) |
| Cunning | 11 (base 11) |
Resources
| Life | -10/431 |
| Mana | 70/687 |
| Healing Factor | 1.3100003099961 |
| Regeneration | 7.139501689479 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 23 |
| Crit Chance | 3% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +28% |
| Light | +12% |
| Physical | +13% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 39 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 23%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 19%( 70%) |
| Blight | + 21%( 70%) |
| Cold | + 28%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 13% |
| Pinning Resistance | 26% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (68 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 | fleetfooted pair of rough leather boots of phasing (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +2 Mag / +2 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +11% 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 | aegis cashmere wizard hat of light (+18%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% light Changes damage: +12% light Life regen: +2.60 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
| Tool | piercing yew wand of shielding [power 230] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 246 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +11 (+6 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +23.00 Rings make your fingers look great! |
| On fingers | stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Defense: +14 (+7 eff.) 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 back up to 4 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 143% 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 make your fingers look great! |
| Around waist | grounding hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% lightning / +7% temporal A belt that goes around your waist. |
| In main hand | shimmering ash magestaff of wizardry (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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +64.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +3 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormwoven silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Str / +7 Mag / +6 Wil Changes resistances: +9% blight / +7% cold / +7% lightning / +13% all Changes damage: +13% lightning / +13% physical / +5% cold Life regen: +2.60 Maximum life: +57.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's steel amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +7 (+4 eff.) Confusion immunity: +13% Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Mindpower: +6 (+2 eff.) Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 516%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 516% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 nature talent. |
Newly picked upenraging stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+6 eff.) Changes damage: +6% physical Combat speed: +10% Amulets make your neck look great! |
shimmering elm vilestaff of fate (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.10 Maximum mana: +32.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
timebroken cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +11% all Changes damage: +8% temporal / +14% arcane / +7% all Maximum mana: +10.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
207 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By chump the Cornac Archmage level 22
75th Pyre 122nd year of Ascendancy at 20:41 see stats
Grand Master (Nightmare (Adventure) difficulty)
Earned the rank of Grand Master in the arena.By chump the Cornac Archmage level 30
76th Pyre 122nd year of Ascendancy at 22:06 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By chump the Cornac Archmage level 10
74th Pyre 122nd year of Ascendancy at 18:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By chump the Cornac Archmage level 20
75th Pyre 122nd year of Ascendancy at 16:50 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By chump the Cornac Archmage level 30
76th Pyre 122nd year of Ascendancy at 19:27 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By chump the Cornac Archmage level 25
76th Pyre 122nd year of Ascendancy at 05:46 see stats
XXX the Destroyer (Nightmare (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By chump the Cornac Archmage level 19
75th Pyre 122nd year of Ascendancy at 14:19 see stats
Log
Rej Arkatis casts Shadowstep.
Rej Arkatis performs a melee critical strike against chump!
Rej Arkatis performs a melee critical strike against chump!
The fabric of space around chump stabilizes to normal.
Chump is not dazed!
Rej Arkatis performs a melee critical strike against chump!
Chump shrugs off Rej Arkatis's 'Weakness Disease'!
chump teleports some damage to Rej Arkatis!
Rej Arkatis receives 38 healing from Blood Splash.
Rej Arkatis hits Rej Arkatis for 65 teleported, 106 teleported (171 total damage).
Rej Arkatis hits chump for (65 teleported), 0 darkness, 31 darkness, (106 teleported), 8 darkness, 31 darkness, 33 blight, 31 darkness, 28 blight, 31 darkness (193 total damage).
Chump is free from the decrepitude disease.
Talent Temporal Shield is ready to use.
Chump casts Illuminate.
Rej Arkatis shrugs off the effect 'Blinded'!
chump hits Rej Arkatis for 109 light damage.
Rej Arkatis uses Deadly Strikes.
Rej Arkatis performs a melee critical strike against chump!
Rej Arkatis aims carefully.
Rej Arkatis hits chump for 37 physical, 26 darkness, 73 physical, 26 darkness (162 total damage).
Rej Arkatis receives 38 healing from Blood Splash.
Rej Arkatis stops regenerating health quickly.
Rej Arkatis uses Sticky Smoke.
Chump is surrounded by a thick smoke.
Rej Arkatis casts Drain.
Rej Arkatis performs a melee critical strike against chump!
Rej Arkatis hits chump for 56 blight, 19 blight, 26 darkness (101 total damage).
Blood Splash hits Rej Arkatis for 38 healing, 38 healing (0 total damage) [77 healing].
chump the level 30 cornac archmage was swallowed by the void to death by Rej Arkatis on level 31 of The Arena.







































































