








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Arena |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 13 / 81% |
Size | medium |
Lifes / Deaths | Killed by ziguranth warrior at level 13 on the 75th Pyre 122nd year of Ascendancy at 10:31 4 / 1 |
Primary Stats
Strength | 31 (base 29) |
Dexterity | 10 (base 10) |
Constitution | 21 (base 21) |
Magic | 30 (base 28) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -26/339 |
Positive | 46/86 |
Stamina | 5/146 |
Healing Factor | 1.094804467222 |
Regeneration | 3.5581145184716 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 53 |
Accuracy | 31 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Light | +15% |
Arcane | +3% |
Defense: Base
Armour (hardiness) | 21.413408721348 (65.897138898113%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 17 |
Physical Save | 18 |
Spell Save | 23 |
Mental Save | 7 |
Defense: Resistances
Cold | + 7%( 70%) |
Light | + 28%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
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. |
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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
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
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 254 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +11% light defense ------ Armor +4 Resistance +22% light Rings make your fingers look great! |
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
Main armor | ![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 6 light Damage +4% light +3% arcane defense ------ Armor +1 Resistance +6% light 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. |
Light source | ![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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 | ![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Psionic Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed swords. |
Inventory
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 70.43 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Master Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str offense ------ Physical Power +8 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: offense ------ Physical Crit +3.0% Accuracy +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego+] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 1 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 15 While equipped: defense ------ Disease Resist +11% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 mind On Hit: * 12% chance to reduce all saves and defense by 6 While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +2% Life Regen +1.00 Healmod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mindpower +4 (+4 eff.) defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +44 While equipped: defense ------ Armor +3 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +38 While equipped: defense ------ Armor +3 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lionearl the Cornac Sun Paladin level 10
75th Pyre 122nd year of Ascendancy at 01:05 see stats
Log
White crystal casts Ice Bolt.
Lionearl uses Death Dance.
Lionearl shrugs off the effect 'Exposed'!
Ziguranth warrior is a martyr.
Ziguranth warrior uses Infusion: Wild.
Ziguranth warrior is no longer influenced by martyrdom.
Ziguranth warrior is cured!
Ziguranth warrior lessens the pain.
Weapon of Wrath hits Ziguranth warrior for (38 blocked), 26 fire (26 total damage).
Lionearl hits Ziguranth warrior for (38 blocked), 29 physical, (15 blocked), 0 light (29 total damage).
Melee retaliation hits Ziguranth warrior for 8 light damage.
Ziguranth warrior hits Lionearl for 92 physical damage.
White crystal's Ice Bolt hits Lionearl for 67 cold damage.
White crystal casts Phase Door.
Lionearl activates his overpowered ash totem of stinging!
Ziguranth warrior is poisoned!
Lionearl hits Ziguranth warrior for 29 nature damage.
Melee retaliation hits Ziguranth warrior for 8 light damage.
Ziguranth warrior hits Lionearl for 47 physical damage.
Lionearl feels pain again.
Talent Infusion: Regeneration is ready to use.
Insidious Poison from Lionearl hits Ziguranth warrior for 22 nature damage.
Lionearl uses Infusion: Regeneration.
Lionearl starts regenerating health quickly.
Melee retaliation hits Ziguranth warrior for 8 light damage.
Ziguranth warrior hits Lionearl for 45 physical damage.
Lionearl the level 13 cornac sun paladin was battered to death by a ziguranth warrior and burned on a pyre on level 15 of The Arena.