









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 | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Anorithil |
| Level / Exp | 17 / 89% |
| Size | small |
| Lifes / Deaths | Killed by golden crystal at level 17 on the 75th Pyre 122nd year of Ascendancy at 19:40 5 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 45 (base 43) |
| Willpower | 13 (base 10) |
| Cunning | 37 (base 34) |
Resources
| Life | -8/397 |
| Positive | 73/98 |
| Negative | 46/98 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 0.26150778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | -2.2204460492503E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 12 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +24% |
| Nature | +11% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 23 |
| Mental Save | 32 |
Defense: Resistances
| Nature | + 27%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Pinning 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 / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 194/194 damage before it crumbles. Damage Shield |
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 | focusing ash wand of shielding [power 182] (3/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | psionicist's copper ring of nature (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes damage: +12% light Rings make your fingers look great! |
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+4 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 3/20) : Effective talent level: 3.6 Power cost: 20 out of 3/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Main armor | mindwoven linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +15 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On head | drakeskin leather cap of constitution (+3) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Con A cap made of leather. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Light radius: +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. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | potent elm starstaff of fate (12-14 power, 2 apr, light 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: 12.0 - 14.4 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: +12% light Talent granted: +1 Command Staff Physical save: +6 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Inventory
blink rune of the warrior (range 4; phase 15; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength 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 spell talent. |
steel greatsword of massacre (33-53 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
flaming steel longsword of erosion (14-19 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 nature Damage (radius 1) on hit: +10 fire Sharp, long, and deadly. |
ash magestaff (15-18 power, 3 apr, fire element)Requires: - Magic 16 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 damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, arcane 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 damage: +15% arcane Talent granted: +1 Command Staff Physical save: +7 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
121 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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
cleansing ash totem of stinging [power 170] (3/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 189 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10
Got a character to level 10.By Drbil the Halfling Anorithil level 10
74th Pyre 122nd year of Ascendancy at 22:36 see stats
Log
Drbil uses Infusion: Healing.
Drbil receives 52 healing from Infusion: Healing.
Talent Shadow Blast is ready to use.
Talent Twilight Surge is ready to use.
Drbil uses Infusion: Regeneration.
Drbil starts regenerating health quickly.
Golden crystal casts Searing Light.
Golden crystal casts Searing Light.
Golden crystal casts Searing Light.
Golden crystal casts Searing Light.
Golden crystal hits Drbil for 41 light damage.
Golden crystal's light area effect hits Drbil for 20 light damage.
Golden crystal's light area effect hits Drbil for 20 light damage.
Golden crystal hits Drbil for 42 light damage.
Golden crystal's light area effect hits Drbil for 21 light damage.
Golden crystal hits Drbil for 41 light damage.
Golden crystal's light area effect hits Drbil for 20 light damage.
Drbil activates Hymn of Perseverance.
Drbil deactivates Hymn of Shadows.
Drbil is moving at extreme speed!
Drbil casts Twilight Surge.
Drbil slows down.
Drbil hits Golden crystal for 0 light, 33 darkness (33 total damage).
Drbil hits Golden crystal for 0 light, 33 darkness (33 total damage).
Golden crystal's light area effect hits Drbil for 21 light damage.
Golden crystal's light area effect hits Drbil for 20 light damage.
Drbil the level 17 halfling anorithil was purified to death by a golden crystal on level 20 of The Arena.
A shield forms around Drbil.






















































