









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
|
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 43 / 89% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 52 (base 47) |
| Magic | 79 (base 60) |
| Willpower | 80 (base 60) |
| Cunning | 11 (base 11) |
Resources
| Life | 879/879 |
| Mana | 612/612 |
| Soul | 19/19 |
| Healing Factor | 1.5337837837838 |
| Regeneration | 4.0645270270271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 22.676984415811 |
| See Invisible | 40.463597652681 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 11 |
| Crit Chance | 13% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +4% |
| Fire | +25% |
| Cold | +10% |
Offense: Damage Penetration
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 3 |
| Physical Save | 24 |
| Spell Save | 52 |
| Mental Save | 32 |
Defense: Resistances
| Fire | + 7%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Bleed Resistance | 40% |
| Disarm Resistance | 21% |
| Knockback Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 422 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 323 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1566% for 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Keen Senses |
| talent | Premonition |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
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 | blood-soaked pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +3% Changes resistances penetration: +8% physical A pair of boots made of leather. |
| Light source | 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 | insulating cashmere wizard hat of frost (+21%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +7% fire / +21% cold Changes damage: +10% cold A pointy cloth hat, very wizardly... |
| Tool | void dragonbone wand of conjuration [power 403] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +5 Void Blast It can be used to fire a bolt of a random element with (base) damage 202 to 403, 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 | psionicist's gold ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Blindness immunity: +33% Infravision radius: +4 See stealth: +10 See invisible: +11 Rings can have magical properties. |
| On fingers | gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
| Around waist | drakeskin leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spell crit. chance: +6% A belt that goes around your waist. |
| In main hand | elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +3 Wil Changes damage: +25% fire Talent granted: +1 Command Staff Maximum mana: +86.00 Spellpower: +19 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+4 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing silk robe of life (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +11% blight Life regen: +2.40 Mana each turn: +0.19 Psi each turn: +0.16 Maximum life: +62.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil Spell save: +7 (+2 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Cut immunity: +40% Pinning immunity: +23% Knockback immunity: +22% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
regeneration infusion (heal 482 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 482 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
serendipitous voratun amulet of mastery (0.40 Spell / Necrotic minions)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +11 (+7 eff.) Defense: +18 (+16 eff.) Changes stats: +14 Lck Talent mastery: +0.40 Spell / Necrotic minions Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
quick stralite greatmaul of erosion (55-82.5 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 111% Damage (Melee): +13 nature / +16 temporal When wielded/worn: Accuracy: +13 (+8 eff.) Changes stats: +3 Dex Massive two-handed mauls. |
cruel yew vilestaff of illumination (20-24 power, 4 apr, acid element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +6 (+6 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 89.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +17 (+15 eff.) Damage (Melee): 8 % chance of confusion Changes stats: +4 Mag / +4 Wil Changes damage: +30% arcane Talent granted: +1 Command Staff Maximum mana: +57.00 Spellpower: +30 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +34% Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff (25-30 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +14 (+14 eff.) Damage (Melee): 9 % chance of confusion Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +4% Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
short elven-wood starstaff of blasting (25-30 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +19 (+7 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 39.33 to 47.19 physical damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
shimmering linen robe of protection (3 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Changes damage: +11% arcane Physical save: +16 (+8 eff.) Maximum mana: +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% A pair of boots made of leather. |
steady dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+8 eff.) Armour penetration: +8 Armour: +2 Changes stats: +4 Cun / +3 Dex Physical save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +30% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
350 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven iron pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Physical save: +5 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
shadowy dragonbone wand of conjuration [power 385] (10 cooldown)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 192 to 385, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Danockian the Higher Necromancer level 24
76th Pyre 122nd year of Ascendancy at 06:58 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Danockian the Higher Necromancer level 38
79th Pyre 122nd year of Ascendancy at 17:26 see stats
Level 10 (Roguelike)
Got a character to level 10.By Danockian the Higher Necromancer level 10
74th Pyre 122nd year of Ascendancy at 21:38 see stats
Level 20 (Roguelike)
Got a character to level 20.By Danockian the Higher Necromancer level 20
75th Pyre 122nd year of Ascendancy at 20:45 see stats
Level 30 (Roguelike)
Got a character to level 30.By Danockian the Higher Necromancer level 30
77th Pyre 122nd year of Ascendancy at 08:33 see stats
Level 40 (Roguelike)
Got a character to level 40.By Danockian the Higher Necromancer level 40
1st Mirth 122nd year of Ascendancy at 04:45 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Danockian the Higher Necromancer level 43
2nd Mirth 122nd year of Ascendancy at 00:48 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Danockian the Higher Necromancer level 39
1st Mirth 122nd year of Ascendancy at 01:36 see stats
Log
Today is the 2nd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:50.
Danockian deactivates Keen Senses.
Danockian deactivates Premonition.
Danockian deactivates Necrotic Aura.
Danockian deactivates Will o' the Wisp.
Danockian deactivates Blurred Mortality.







































































