Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Spellsword 1.0.0 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Spellsword |
| Level / Exp | 16 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by blood mage at level 16 on the 75th Pyre 122nd year of Ascendancy at 14:24 / 1 |
Primary Stats
| Strength | 40 (base 29) |
| Dexterity | 31 (base 24) |
| Constitution | 5 (base 10) |
| Magic | 37 (base 34) |
| Willpower | 10 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -17/350 |
| Mana | 52/185 |
| Stamina | 47/125 |
| Healing Factor | 1 |
| Regeneration | 0.65 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 32 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12.6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Lightning | +3% |
Defense: Base
| Armour (hardiness) | 27.08 (41%) |
| Defense | 16.35 |
| Ranged Defense | 16.35 |
| Fatigue | 22 |
| Physical Save | 20.875 |
| Spell Save | 16.45 |
| Mental Save | 8.4 |
Defense: Resistances
| Acid | + 4%( 70%) |
| Nature | -1%( 70%) |
| Lightning | -6%( 70%) |
| Cold | + 10%( 70%) |
| All | -12%( 70%) |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 11 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Blazebrand | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Windcutter | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Lifetide | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Stoneshield | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Martial mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Arcane veteran | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Spellsword Combat |
| talent | Air Stance |
| talent | Arcane Stamina |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 11.67 blight damage per turn. Rotting Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing all resistances by 12%. Curse of Vulnerability |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| 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 | iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | quick elm totem of thorny skin [power 7] (16 cooldown) quick elm totem of thorny skin [power 7] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 7 and armour hardiness by 30%, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
| On fingers | warrior's copper ring of arcane power warrior's copper ring of arcane powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Spellpower: +5 Rings can have magical properties. |
| Around waist | stabilizing rough leather belt stabilizing rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 A belt that goes around your waist. |
| In main hand | Spellsword Gladiator's Steel greatsword (32-51.2 power, 2 apr) Spellsword Gladiator's Steel greatsword (32-51.2 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Accuracy: +10 Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Massive two-handed swords. |
| On hands | storm rough leather gloves of strength (+2) (0 def, 1 armour) storm rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 lightning Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel mail armour of acid resistance (2 def, 6 armour) steel mail armour of acid resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +15% acid A suit of armour made of mail. |
| Cloak | enveloping linen cloak of resilience (6 def, 0 armour) enveloping linen cloak of resilience (6 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +0.40 Amulets can have magical properties. |
Inventory
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
Spellsword Gladiator's Arcing iron dagger (16.5-21.45 power, 6 apr) Spellsword Gladiator's Arcing iron dagger (16.5-21.45 power, 6 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy: +6 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +5 lightning When wielded/worn: Sharp, short and deadly. |
Spellsword Gladiator's Iron greatsword (14-22.4 power, 1 apr) Spellsword Gladiator's Iron greatsword (14-22.4 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Accuracy: +2 Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Massive two-handed swords. |
thought-forged iron greatsword of erosion (13-20.8 power, 1 apr) thought-forged iron greatsword of erosion (13-20.8 power, 1 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 mind / +6 nature / +9 temporal Damage conversion: 30% mind When wielded/worn: Changes stats: +2 Wil Massive two-handed swords. |
Spellsword Gladiator's Arcing dwarven-steel longsword (29-40.6 power, 4 apr) Spellsword Gladiator's Arcing dwarven-steel longsword (29-40.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Accuracy: +6 Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +8 lightning When wielded/worn: Sharp, long, and deadly. |
miner's iron helm of constitution (+2) (0 def, 5 armour) miner's iron helm of constitution (+2) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Con Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
47 alchemist agate 47 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
defiled ash wand of conjuration [power 77] (6 cooldown) defiled ash wand of conjuration [power 77] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 38-77), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 vim. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10
Got a character to level 10.By Spellsword Gladiator the Cornac Spellsword level 10
74th Pyre 122nd year of Ascendancy at 23:10 see stats
Log
Spellsword Gladiator is cursed.
Spellsword Gladiator hits ghoul for 42 fire damage.
Spellsword Gladiator hits white crystal for 91 fire damage.
Talent Earth Strike is ready to use.
Ghoul hits Spellsword Gladiator for 14 blight damage.
Spellsword Gladiator casts Earth Strike.
White crystal is pinned to the ground.
Ghoul is pinned to the ground.
Spellsword Gladiator activates Earth Stance.
Spellsword Gladiator deactivates Fire Stance.
Spellsword Gladiator hits white crystal for 46 physical damage.
Spellsword Gladiator hits ghoul for 98 physical, 8 lightning, 61 physical damage (total 166.33).
Spellsword Gladiator feels pain again.
The gates close!
Ghoul hits Spellsword Gladiator for 14 blight damage.
Spellsword Gladiator casts Air Strike.
You collect a new ingredient: chunk of ghoul flesh.
Spellsword Gladiator activates Air Stance.
Spellsword Gladiator deactivates Earth Stance.
Spellsword Gladiator hits white crystal for 47 lightning damage.
Spellsword Gladiator killed white crystal!
Spellsword Gladiator hits ghoul for 67 physical damage.
Spellsword Gladiator killed ghoul!
Blood mage casts Blood Grasp.
Blood mage drains life from Spellsword Gladiator!
Blood mage hits Spellsword Gladiator for 151 blight damage.
Blood mage killed Spellsword Gladiator!
Spellsword Gladiator the level 16 cornac spellsword was tainted to death by a blood mage on level 14 of The Arena.
