Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | magebow class v17 1.1.5Steamtech UI 1.1.4 |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Magebow |
| Level / Exp | 36 / 86% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 67 (base 60) |
| Constitution | 30 (base 24) |
| Magic | 66 (base 60) |
| Willpower | 15 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | 786/786 |
| Mana | 265/265 |
| Stamina | 216/216 |
| Healing Factor | 1 |
| Regeneration | 3.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +100% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 62 |
| Crit Chance | 33% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.666666666667 |
| Crit Chance | 29% |
| Speed | 0.5 |
Offense: Mind
| Mindpower | 21.55 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +30% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 20 (45%) |
| Defense | 23.475 |
| Ranged Defense | 24.975 |
| Fatigue | 10 |
| Physical Save | 18.2 |
| Spell Save | 26.675 |
| Mental Save | 10.15 |
Defense: Resistances
| Lightning | 8%( 70%) |
| Cold | 8%( 70%) |
| Temporal | 9%( 70%) |
| Physical | 8%( 70%) |
| Arcane | 10%( 70%) |
| Fire | 11%( 70%) |
| All | 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Charged techniques | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Arrows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Bowcasting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Wind Flow |
| talent | Magical Throw |
| talent | Magical Feed |
| talent | Mighty Arrows |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | grounding pair of iron boots of uncanny dodging (3 def, 3 armour) grounding pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Quiver of the Sun (10/10, 34-47.6 power, 15 apr) Quiver of the Sun (10/10, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Bright light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 10 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
| 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 | spellwoven linen wizard hat of the sentry (1 def, 0 armour) spellwoven linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +0.10 Spellpower: +2 Spell crit. chance: +3% Infravision radius: +3 See stealth: +6 See invisible: +5 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 46%, and attempts to push all creatures other then yourself out of its radius, inflicting 11.87 light damage and 9.13 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | supercharged yew totem of thorny skin [power 46] (27 cooldown) supercharged yew totem of thorny skin [power 46] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 6 turns increasing armour by 46 and armour hardiness by 50%, placing all other charms into a 27 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief& sneakthief&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Changes stats: +4 Cun / +6 Dex Rings can have magical properties. |
| On fingers | gladiator& gladiator&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +17 Changes stats: +5 Str / +6 Con Spellpower: +6 Mindpower: +7 Rings can have magical properties. |
| Around waist | insulating hardened leather belt of magery insulating hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +8% fire / +5% cold Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | cruel dragonbone starstaff (30-36 power, 6 apr, light damage) cruel dragonbone starstaff (30-36 power, 6 apr, light damage)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful iron gauntlets of strength (+3) (0 def, 1 armour) restful iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | hardened leather armour of Toknor (3 def, 6 armour) hardened leather armour of Toknor (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 Armour: +6 Defense: +3 Fatigue: +8% Critical mult.: +12.00% A suit of armour made of leather. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 101.14 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
Inventory
steel amulet of strength (+2) steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
rogue& rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
thorny mindstar (8.5-9.35 power, 24 apr, mind damage) thorny mindstar (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +3 Mental crit. chance: +3% 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. |
hardened leather belt of the mystic hardened leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Mental save: +5 Spellpower: +4 A belt that goes around your waist. |
95 alchemist agate 95 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Almost Master of Arena
Became the new master of the arena in 30-wave mode.By Bob XXII the Higher Magebow level 36
77th Pyre 122nd year of Ascendancy at 14:10 see stats
Arena Battler 20
Got to wave 20 in the arena.By Bob XXII the Higher Magebow level 29
76th Pyre 122nd year of Ascendancy at 07:28 see stats
Grand Master
Earned the rank of Grand Master in the arena.By Bob XXII the Higher Magebow level 24
76th Pyre 122nd year of Ascendancy at 01:40 see stats
Level 10
Got a character to level 10.By Bob XXII the Higher Magebow level 10
74th Pyre 122nd year of Ascendancy at 19:35 see stats
Level 20
Got a character to level 20.By Bob XXII the Higher Magebow level 20
75th Pyre 122nd year of Ascendancy at 14:11 see stats
Level 30
Got a character to level 30.By Bob XXII the Higher Magebow level 30
76th Pyre 122nd year of Ascendancy at 14:55 see stats
Size is everything
Did over 1500 damage in one attack.By Bob XXII the Higher Magebow level 30
76th Pyre 122nd year of Ascendancy at 18:03 see stats
Size matters
Did over 600 damage in one attack.By Bob XXII the Higher Magebow level 24
76th Pyre 122nd year of Ascendancy at 01:40 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Bob XXII the Higher Magebow level 17
75th Pyre 122nd year of Ascendancy at 08:29 see stats
Log
You pickup 0.95 gold pieces.
There is an item here: thorny mindstar (8.5-9.35 power, 24 apr, mind damage)
Talent Special Move is ready to use.
Bob XXII picks up (c.): thorny mindstar (8.5-9.35 power, 24 apr, mind damage).
Talent Infusion: Regeneration is ready to use.
Talent Born into Magic is ready to use.
Resting starts...
Bob XXII uses Reload.
Bob XXII begins reloading.
Talent Reload is ready to use.
Your Quiver of the Sun is full.
Rested for 17 turns (stop reason: all resources and life at maximum).
Bob XXII deactivates Magical Feed.
Bob XXII activates Magical Feed.
Bob XXII deactivates Wind Flow.
Bob XXII activates Wind Flow.
Bob XXII deactivates Magical Throw.
Bob XXII activates Magical Throw.
Bob XXII deactivates Mighty Arrows.
Bob XXII activates Mighty Arrows.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
