










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 41 / 87% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 67 (base 21) |
Dexterity | 28 (base 10) |
Constitution | 64 (base 31) |
Magic | 14 (base 10) |
Willpower | 60 (base 60) |
Cunning | 62 (base 60) |
Resources
Life | 1066/1066 |
Mana | 660/660 |
Psi | 136/136 |
Healing Factor | 1.5461538461538 |
Regeneration | 10.745769230769 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42.72337093455% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 111 |
Accuracy | 56 |
Crit Chance | 29% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4.6666666666667 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Cold | +10% |
Physical | +15% |
Offense: Damage Penetration
Physical | +12% |
Defense: Base
Armour (hardiness) | 76 (100%) |
Defense | 25 |
Ranged Defense | 28 |
Fatigue | 45 |
Physical Save | 37 |
Spell Save | 36 |
Mental Save | 31 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 40%( 70%) |
All | + 10%( 70%) |
Lightning | + 21%( 70%) |
Darkness | + 24%( 70%) |
Physical | + 24%( 70%) |
Fire | + 26%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 34% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 64% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 118.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 155 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.50 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Psionic / Voracity | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.19 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Augmentation |
talent | Beyond the Flesh |
talent | Skate |
talent | Thermal Shield |
talent | Deflect Projectiles |
talent | Kinetic Shield |
talent | Kinetic Aura |
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
Psionic focus | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 Base power: 59.5 - 89.3 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +10 Con Changes resistances penetration: +12% physical Disarm immunity: +34% Massive two-handed battleaxes. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 18% chance to reduce effective powers by 20% * 21 arcane resource burn Changes resistances: +7% blight / +15% darkness / +6% arcane Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +27 (+10 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 2.00 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 | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% nature / +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Void Blast It can be used to fire a bolt of a random element with (base) damage 240 to 481, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +7 Str / +8 Con Life regen: +1.40 Maximum life: +85.00 Healing mod.: +20% Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +10 (+4 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.19 Cunning / Survival Stun/Freeze immunity: +25% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 94% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +12 lightning When wielded/worn: Physical crit. chance: +10.0% Blunt and deadly. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.51 Maximum life: +101.00 Maximum mana: +70.00 Maximum stamina: +42.00 Maximum hate: +16.00 Maximum psi: +40.00 Maximum vim: +38.00 Maximum pos.energy: +30.00 Maximum neg.energy: +26.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 cold Damage when hit (Melee): 10 ice Changes resistances: +18% fire Talent granted: +2 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex 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. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+4 eff.) Fatigue: +26% Changes resistances: +12% acid / +13% cold Allows you to breathe in: water Life regen: +5.30 Stamina each turn: +1.80 A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Effects on melee hit: * 19% chance to blind Damage (Melee): 42 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 33 light Changes stats: +4 Cun / +8 Dex Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +16 Defense: +12 (+6 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 75% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Rings can have magical properties. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() arcing orichalcum trident of crippling (53-84.8 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 112% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +26 lightning When wielded/worn: Physical crit. chance: +21.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() plaguebringer's coral trident of torment (15-24 power, 6 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 112% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 12% chance to disease * 20% chance to torment the target Damage (Melee): +12 blight When wielded/worn: Changes resistances penetration: +10% mind / +10% darkness Disease immunity: +18% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Changes resistances: +7% acid / +8% fire / +7% lightning / +8% cold Physical save: +17 (+7 eff.) A belt that goes around your waist. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +4 Cun / +4 Wil Changes resistances: +11% acid / +14% cold Allows you to breathe in: water Mental save: +15 (+7 eff.) A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 214 to 427, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
By Huuop the Cornac Mindslayer level 19
76th Pyre 122nd year of Ascendancy at 03:35 see stats
By Huuop the Cornac Mindslayer level 35
79th Pyre 122nd year of Ascendancy at 06:58 see stats
By Huuop the Cornac Mindslayer level 10
75th Pyre 122nd year of Ascendancy at 00:11 see stats
By Huuop the Cornac Mindslayer level 20
76th Pyre 122nd year of Ascendancy at 06:51 see stats
By Huuop the Cornac Mindslayer level 30
78th Pyre 122nd year of Ascendancy at 04:48 see stats
By Huuop the Cornac Mindslayer level 40
1st Mirth 122nd year of Ascendancy at 04:30 see stats
By Huuop the Cornac Mindslayer level 41
1st Mirth 122nd year of Ascendancy at 13:15 see stats
By Huuop the Cornac Mindslayer level 34
79th Pyre 122nd year of Ascendancy at 02:06 see stats
Log
Ran for 3 turns (stop reason: object seen).
Huuop picks up (e.): arcing orichalcum trident of crippling (53-84.8 power, 16 apr).
Talent Realign is ready to use.
Talent Infusion: Wild is ready to use.
Talent Thermal Strike is ready to use.
Talent Kinetic Strike is ready to use.
Talent Charge Leech is ready to use.
Talent Transcendent Telekinesis is ready to use.
Resting starts...
Rested for 89 turns (stop reason: all resources and life at maximum).
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Huuop uses Telekinetic Smash.
Huuop deactivates Beyond the Flesh.
Huuop deactivates Skate.
Huuop deactivates Kinetic Aura.
Huuop deactivates Augmentation.
Huuop deactivates Deflect Projectiles.
Huuop deactivates Kinetic Shield.
Huuop deactivates Thermal Shield.