










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 Adventure | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 39 / 37% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded 7 / 0 | 
Primary Stats
| Strength | 88 (base 60) | 
| Dexterity | 87 (base 60) | 
| Constitution | 21 (base 13) | 
| Magic | 13 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 41 (base 33) | 
Resources
| Life | 942/942 | 
| Mana | 343/343 | 
| Stamina | 170/170 | 
| Healing Factor | 1.4663874345549 | 
| Regeneration | 22.362408376963 | 
Speed
| Mental | -1.1102230246252E-14% | 
| Attack | 0% | 
| Movement | +30% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 5 | 
| See Stealth | 30.709119195249 | 
| See Invisible | 30.709119195249 | 
Offense: Mainhand
| Damage | 140 | 
| Accuracy | 60 | 
| Crit Chance | 11% | 
| APR | 23 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 28 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +9% | 
| Arcane | +18% | 
| Mind | +18% | 
| All | +6% | 
Offense: Damage Penetration
| Fire | +21% | 
| Physical | +21% | 
Defense: Base
| Armour (hardiness) | 37 (64.692942254812%) | 
| Defense | 55 | 
| Ranged Defense | 55 | 
| Fatigue | 0 | 
| Physical Save | 37 | 
| Spell Save | 21 | 
| Mental Save | 42 | 
Defense: Resistances
| Lightning | + 9%( 70%) | 
| Temporal | + 12%( 70%) | 
| Blight | + 10%( 70%) | 
| Acid | + 12%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Bleed Resistance | 100% | 
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you.  | 
| 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 130 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7.  | 
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Combat techniques | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Munitions | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
| Technique / Archery training | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Archery prowess | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
| Technique / Combat veteran | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Reflexes | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Marksmanship | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Undead / Skeleton | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Incendiary Ammunition | 
| talent | Intuitive Shots | 
| talent | Trained Reactions | 
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 |  Muckpassion the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind / 8 nature Changes stats: +4 Cun / +3 Con Changes resistances: +9% lightning / +12% temporal / +3% blight / +12% acid Changes damage: +12% mind / +3% nature Physical save: +17 (+7 eff.) Mental save: +25 (+8 eff.) Life regen: +3.40 Healing mod.: +16% A pair of boots made of leather.  | 
| Quiver |  psychokinetic quiver of yew arrows of wind (20/20, 32-44.8 power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +54 physical Arrows are used with bows to pierce your foes to death.  | 
| 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 |  thaloren dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Wil Changes resistances: +7% blight Mental save: +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool |  striking dragonbone wand of conjuration [power 475]  (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to fire a bolt of a random element with (base) damage 238 to 475, 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 |  painweaver's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +13 Physical power: +14 (+4 eff.) Defense: +14 (+4 eff.) Changes damage: +6% all Spellpower: +15 (+7 eff.) Mindpower: +10 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 154% 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.  | 
| On fingers |  warrior's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +16 Defense: +13 (+4 eff.) Changes stats: +8 Str Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties.  | 
| Around waist |  noble's drakeskin leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Reduced damage from: +23% Summoned Life regen: +3.60 Healing mod.: +22% A belt that goes around your waist.  | 
| In main hand |  runic elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +3 Mag Changes damage: +12% arcane Spellpower: +8 (+4 eff.) Longbows are used to shoot arrows at your foes.  | 
| On hands |  heroic drakeskin leather gloves of regeneration (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +10 (+3 eff.) Life regen: +4.70 Stamina each turn: +0.80 Psi each turn: +0.25 Maximum life: +53.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor |  cured leather armour (2 def, 4 armour)Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% A suit of armour made of leather.  | 
| Cloak |  cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  wanderer's gold amulet of mastery (0.15 Cunning / Trapping)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +4 Cun / +5 Con Talent mastery: +0.15 Cunning / Trapping Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties.  | 
Inventory
 self-loading quiver of elm arrows of daylight (18/19, 14-19.6 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Turns elapse between self-loadings: 3 Damage (Ranged): +9 light Damage against: +9% Undead Arrows are used with bows to pierce your foes to death.  | 
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
			Got to wave 20 in the arena.By Jeff the Skeleton Archer level 22
76th Pyre 122nd year of Ascendancy at 06:41 see stats
			Arena Battler 50
			Got to wave 50 in the arena.By Jeff the Skeleton Archer level 33
78th Pyre 122nd year of Ascendancy at 20:23 see stats
			Level 10
			Got a character to level 10.By Jeff the Skeleton Archer level 10
74th Pyre 122nd year of Ascendancy at 20:03 see stats
			Level 20
			Got a character to level 20.By Jeff the Skeleton Archer level 20
76th Pyre 122nd year of Ascendancy at 00:46 see stats
			Level 30
			Got a character to level 30.By Jeff the Skeleton Archer level 30
77th Pyre 122nd year of Ascendancy at 20:00 see stats
			Master of Arena
			Became the new master of the arena in 60-wave mode.By Jeff the Skeleton Archer level 39
1st Mirth 122nd year of Ascendancy at 05:30 see stats
			Size matters
			Did over 600 damage in one attack.By Jeff the Skeleton Archer level 30
78th Pyre 122nd year of Ascendancy at 03:38 see stats
			XXX the Destroyer
			Earned the rank of Destroyer in the arena.By Jeff the Skeleton Archer level 31
78th Pyre 122nd year of Ascendancy at 09:58 see stats
Log
Shield of Light hits Bugle for 26 healing, 26 healing, 26 healing (0 total damage) [77 healing].
Jeff shoots!
Bugle is free from the arcane vortex.
Talent Explosive Shot is ready to use.
Quest 'The Arena' completed! (Press 'j' to see the quest log)
Personal New Achievement: Master of Arena!
Jeff's Shoot hits Bugle for 112 physical, 43 physical (155 total damage).
Shield of Light hits Bugle for 26 healing, 26 healing (0 total damage) [52 healing].
Jeff's Shoot killed Bugle!
Talent Steady Shot is ready to use.
Talent Called Shots is ready to use.
Talent Enhanced Munitions is ready to use.
Talent Bone Armour is ready to use.
There is an item here: heroism infusion of the duelist (+18 for 12 turns, die at -800)
The shield around Jeff crumbles.
Talent Vital Shot is ready to use.
Ran for 2 turns (stop reason: object seen).
You pickup 0.50 gold pieces.
Talent Sentinel is ready to use.
Talent Rune: Shielding is ready to use.
Jeff deactivates Incendiary Ammunition.
Jeff deactivates Intuitive Shots.
Jeff deactivates Trained Reactions.




























































