Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 13 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by black crystal at level 13 on the 75th Pyre 122nd year of Ascendancy at 10:23 / 1 |
Primary Stats
| Strength | 34 (base 34) |
| Dexterity | 10 (base 10) |
| Constitution | 16 (base 13) |
| Magic | 14 (base 10) |
| Willpower | 33 (base 31) |
| Cunning | 15 (base 10) |
Resources
| Life | -3/319 |
| Hate | 100/100 |
| Healing Factor | 0.96457415903716 |
| Regeneration | 0.24114353975929 |
Speed
| Mental | +54.868570238343% |
| Attack | 0% |
| Movement | +342.92856398964% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 24 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 0.65 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.55 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Light | +3% |
| Physical | +29% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 11.8 |
| Ranged Defense | 14.8 |
| Fatigue | 11 |
| Physical Save | 31.841658830557 |
| Spell Save | 15.925 |
| Mental Save | 25.491658830557 |
Defense: Resistances
| Mind | -3%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 5%( 70%) |
| Nature | + 10%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 3%( 73%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| 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 100 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is rampaging! (+343% movement speed, +55% attack speed, +29% physical damage, +15 physical save, +15 mental save, 24/24 damage shrugged off this turn) Rampaging |
| detrimental effect | The target is on fire, taking 17.33 fire damage per turn. Burning |
| beneficial effect | Horrible visions fill your mind. Level 2 Curse of Nightmares 2Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Level 1: Removed from Reality: +3 Physical Resistance, +3 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | Mayhem and destruction seem to follow you. Level 3 Curse of Misfortune 3Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +6 Defense, +3 Ranged Defense Level 2: -2 Luck, +5 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
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 hands | light rough leather gloves of magic (+2) (0 def, 1 armour) (Nightmares) light rough leather gloves of magic (+2) (0 def, 1 armour) (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Damage when the wearer hits(melee): 6 light Changes resistances: +5% light Changes damage: +3% arcane / +3% light Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | stabilizing iron helm (0 def, 3 armour) (Misfortune) stabilizing iron helm (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +6 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm wand of conjuration [power 52] (6 cooldown) elm wand of conjuration [power 52] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 26-52), 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. |
| Around waist | stabilizing rough leather belt of the titan (Madness) stabilizing rough leather belt of the titan (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Physical save: +6 Curse of Madness A belt that goes around your waist. |
| Main armor | cleansing rough leather armour of cold resistance (1 def, 2 armour) (Misfortune) cleansing rough leather armour of cold resistance (1 def, 2 armour) (Misfortune)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +15% cold / +10% nature / +11% blight Curse of Misfortune A suit of armour made of leather. |
| In main hand | steel greatsword (23.5-37.6 power, 2 apr) (Misfortune) steel greatsword (23.5-37.6 power, 2 apr) (Misfortune)Requires: - Strength 16 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Curse of Misfortune Massive two-handed swords. |
| 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. |
| Cloak | enveloping linen cloak of the Shaloren (6 def, 0 armour) (Nightmares) enveloping linen cloak of the Shaloren (6 def, 0 armour) (Nightmares)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +2 Mag / +1 Wil Curse of Nightmares 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 copper amulet of constitution (+3) grounding copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
Inventory
restful copper amulet of mastery (0.11 Technique / Combat training) restful copper amulet of mastery (0.11 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Talent mastery: +0.11 Technique / Combat training Life regen: +0.40 Amulets can have magical properties. |
stralite greatsword of crippling (48.5-77.6 power, 3 apr) (Corpses) stralite greatsword of crippling (48.5-77.6 power, 3 apr) (Corpses)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% Curse of Corpses Massive two-handed swords. |
nature's mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage) (Misfortune) nature's mossy mindstar of clarity (2.5-2.75 power, 12 apr, nature damage) (Misfortune)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +2% nature Mental save: +2 Disease immunity: +11% Maximum psi: +11.00 Mindpower: +1 Mental crit. chance: +1% Curse of Misfortune 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. |
elm magestaff (10-12 power, 2 apr, cold damage) (Nightmares) elm magestaff (10-12 power, 2 apr, cold damage) (Nightmares)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather cap (0 def, 1 armour) (Madness) grounding rough leather cap (0 def, 1 armour) (Madness)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Curse of Madness A cap made of leather. |
miner's iron helm (0 def, 4 armour) (Madness) miner's iron helm (0 def, 4 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Newly picked up cleansing steel mail armour of clarity (2 def, 6 armour) (Nightmares)cleansing steel mail armour of clarity (2 def, 6 armour) (Nightmares) Requires: - Strength 20 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +11% nature / +10% blight Mental save: +12 Curse of Nightmares A suit of armour made of mail. |
voratun mail armour (5 def, 10 armour) (Misfortune) voratun mail armour (5 def, 10 armour) (Misfortune)Requires: - Strength 48 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Curse of Misfortune A suit of armour made of mail. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Banvin the Cornac Cursed level 10
75th Pyre 122nd year of Ascendancy at 00:46 see stats
Log
Slinger shoots!
Banvin is on fire!
Red crystal hits Banvin for 28 fire damage.
Slinger hits Banvin for 11 physical damage.
Banvin uses Slash.
Your score multiplier increases by 0.2!
You collect a new ingredient: bear paw.
Banvin hits brown bear for 111 physical damage.
Banvin killed brown bear!
Banvin is no longer rampaging.
Red crystal hits Banvin for 18 fire damage.
Slinger uses Reload.
Red crystal casts Phase Door.
Black crystal casts Soul Rot.
The gates close!
Red crystal hits Banvin for 18 fire damage.
High gladiator uses Overpower.
High gladiator misses Banvin.
High gladiator performs a critical strike!
You fight through the pain! (+8 hate)
Banvin begins rampaging!
You fight through the pain! (+2 hate)
Banvin resists the knockback!
High gladiator hits Banvin for 90 physical, 0 acid, 49 physical, 14 acid damage (total 151.67).
Your hatred grows even as your life fades! (+10 hate)
Black crystal hits Banvin for 76 blight damage.
Black crystal killed Banvin!
Banvin the level 13 cornac cursed was diseased to death by a black crystal on level 13 of The Arena.
