











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Quantum Slider 1.7.4This addon adds three new content: a new race, a new class and a new area with mini-games. I., Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. II., Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex III., Adds new npc to the city of Last Hope. You can enter into a new shop, where ring imbuing can be done like in Angolwen. You can play two different mini-games there too: a, a Soko-Ban puzzle game b, and a real time epic Space Battle game These mini-games have no effect on the campaign, these are for enjoyment. Thanks for playing and for the feedback! Evolution for Brawler 1.7.6Currently adds one evolution, the Tempered Hand. When you enter combat while all of your talents are off cooldown, you gain 1 combo point. When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count). When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn. When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0 |
| Campaign | Arena |
| Mode | Easy Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 42 / 28% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 66 (base 58) |
| Constitution | 46.340449927278 (base 43) |
| Magic | 57 (base 44) |
| Willpower | 41.340449927278 (base 23) |
| Cunning | 28 (base 18) |
Resources
| Mana | 448/448 |
| Life | 1147/1147 |
| Paradox | 50 |
| Stamina | 271/271 |
| Hate | 50/100 |
| Healing Factor | 1.598678124002 |
| Regeneration | 11.430548586614 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 6.3404499272777 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 60 |
| Crit Chance | 13% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 60 |
| Crit Chance | 20% |
| APR | 26 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +20% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +32% |
| Nature | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 13 (82.946778433524%) |
| Defense | 67 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 30 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 37%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 40%( 70%) |
| Physical | + 26%( 75%) |
| Mind | + 16%( 70%) |
| Darkness | + 26%( 76%) |
| Fire | + 42%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 85% |
| Confusion Resistance | 14% |
| Fear Resistance | 18% |
| Stun Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (5/5)
| 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: 15 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 17% for 3 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 95 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 612% for 10 turns (60 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Artifice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| Spell / Aegis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Phantasmal Shield |
| talent | Arcane Power |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 24% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 37 mind and 37 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 46 Mind damage, and deal 46 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 81 - 113 Accuracy: 75 (knife) APR: 16 Crit Chance: +25% Crit mult: 174% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 | insulating pair of drakeskin leather boots of force (Nightmares) (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master/Psionic While equipped: offense ------ Physical Power +13 (+4 eff.) Spellpower +11 (+4 eff.) Mindpower +12 (+5 eff.) defense ------ Armor +5 Resistance +12% fire +7% cold Curse of Nightmares A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Life +40.00 Healmod +12% 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 | clarifying linen wizard hat of light (+16%) (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Cun offense ------ Damage +11% light defense ------ Defense +1 (+0 eff.) Resistance +16% light Mind save +5 (+2 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
| Tool | Fuletar the elven-wood wand of lightning storm [power 350] (15 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: Stats +7 Mag defense ------ Resistance +2% physical Healmod +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (350 total damage) Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | hardened leather belt of dampening (Nightmares)1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: defense ------ Resistance +5% acid +6% fire +5% lightning +6% cold Curse of Nightmares A belt that goes around your waist. |
| In main hand | caustic stralite dagger of rage (Corpses) (135% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 136% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +10 acid +12 nature While equipped: Stats +2 Str offense ------ Damage +12% physical Ignore resists +7% acid +15% nature Accuracy +8 (+2 eff.) Ignore Armor +6 Curse of Corpses Sharp, short and deadly. |
| On hands | steady drakeskin leather gloves of strength (+4) (Nightmares) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +7 (+2 eff.) Accuracy +7 (+2 eff.) defense ------ Armor +3 Physical save +6 (+2 eff.) Mind save +7 (+3 eff.) Disarm Resist +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Swordbreaker (Shrouds) (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Shrouds This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | thick linen cloak of fog (Shrouds) (5 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature/Master While equipped: defense ------ Armor +5 Defense +5 (+1 eff.) Resistance +10% fire +10% light +10% cold Stealth +5 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | focusing silk robe of life (Madness) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil defense ------ Resistance +10% blight +13% all Life +50.00 Life Regen +3.90 Healmod +22% other ------- Mana/turn +0.23 Psi/turn +0.22 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
restorative pair of hardened leather boots of tirelessness (Madness) (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Life Regen +3.00 Healmod +14% other ------- Stamina/turn +0.50 Max stamina +15.00 Curse of Madness A pair of boots made of leather. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While 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
Log
Resting starts...
Your summoned terror disappears.
Your summoned terror disappears.
Talent Arcane Vortex is ready to use.
Your summoned terror disappears.
Rested for 2 turns (stop reason: all resources and life at maximum).
Talent Seal Fate is ready to use.
Your summoned terror disappears.
You pickup 2.65 gold pieces.
Ran for 8 turns (stop reason: at object).
Resting starts...
Talent Mirror Image is ready to use.
Talent Disruption Shield is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Keron deactivates Quickdraw.
Keron activates Quickdraw.
Keron deactivates Arcane Power.
Keron activates Arcane Power.
Keron deactivates Phantasmal Shield.
Keron activates Phantasmal Shield.






























































































