









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 45 / 85% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 45 (base 21) |
| Dexterity | 66 (base 60) |
| Constitution | 57 (base 21) |
| Magic | 22 (base 19) |
| Willpower | 29 (base 23) |
| Cunning | 62 (base 60) |
Resources
| Life | 1255/1255 |
| Stamina | 206/206 |
| Paradox | 400 |
| Healing Factor | 1.315111817684 |
| Regeneration | 0.32877795442099 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 13 |
Offense: Barehand
| Damage | 107 |
| Accuracy | 66 |
| Crit Chance | 33% |
| APR | 30 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +7% |
| Physical | -10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (62.946778433524%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 28 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Cold | + 42%( 70%) |
| Mind | + 16%( 70%) |
| Lightning | + 30%( 70%) |
| Fire | + 41%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 436% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
| 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 2 times. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -503 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 503 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 | pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | storm voratun gauntlets of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 12 lightning Changes stats: +3 Str Changes resistances: +5% lightning Changes damage: +7% lightning When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | drakeskin leather cap of knowledge (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Mindpower: +4 (+2 eff.) A cap made of leather. |
| Tool | supercharged dragonbone wand of shielding [power 566] (24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 566 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savage's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +19% acid / +14% fire / +18% lightning / +20% cold Spell save: +14 (+7 eff.) Maximum stamina: +17.00 Rings make your fingers look great! |
| On fingers | voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +15 Defense: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 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 159% 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 make your fingers look great! |
| Around neck | insulating voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% fire / +16% cold Blindness immunity: +14% Infravision radius: +6 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
| Main armor | nimble drakeskin leather armour of clarity (32 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +32 (+8 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +7% mind Mental save: +17 (+7 eff.) Movement speed: +20% A suit of armour made of leather. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +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. |
| Cloak | marshal's elven-silk cloak of the Shaloren (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +3 Mag / +3 Wil / +6 Con Physical save: +12 (+6 eff.) Maximum life: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Defense: +8 (+2 eff.) Stealth bonus: +5 Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
Newly picked upshielding rune (absorb 428; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 428 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Newly picked upstormshield rune (threshold 57; blocks 3; dur 4; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Newly picked upconjurer's voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Spellpower: +12 (+6 eff.) Rings make your fingers look great! |
resilient elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +26 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Maximum life: +134.00 Maximum stamina: +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Newly picked upcleansing dragonbone wand of lightning storm [power 548] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 117 lightning damage and will be dazed for 1 turn (586 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. 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
Arena Battler 20
Got to wave 20 in the arena.By Assyr the Cornac Brawler level 23
76th Pyre 122nd year of Ascendancy at 04:28 see stats
Arena Battler 50
Got to wave 50 in the arena.By Assyr the Cornac Brawler level 38
79th Pyre 122nd year of Ascendancy at 07:05 see stats
Level 10
Got a character to level 10.By Assyr the Cornac Brawler level 10
75th Pyre 122nd year of Ascendancy at 01:25 see stats
Level 20
Got a character to level 20.By Assyr the Cornac Brawler level 20
75th Pyre 122nd year of Ascendancy at 20:36 see stats
Level 30
Got a character to level 30.By Assyr the Cornac Brawler level 30
77th Pyre 122nd year of Ascendancy at 05:56 see stats
Level 40
Got a character to level 40.By Assyr the Cornac Brawler level 40
79th Pyre 122nd year of Ascendancy at 15:11 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Assyr the Cornac Brawler level 45
1st Mirth 122nd year of Ascendancy at 11:21 see stats
Size matters
Did over 600 damage in one attack.By Assyr the Cornac Brawler level 30
77th Pyre 122nd year of Ascendancy at 06:07 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Assyr the Cornac Brawler level 36
78th Pyre 122nd year of Ascendancy at 15:52 see stats
Log
You pickup 2.40 gold pieces.
Talent Concussive Punch is ready to use.
There is an item here: shielding rune (absorb 428; dur 5; cd 18)
Talent Uppercut is ready to use.
Talent Precognition is ready to use.
Talent Haymaker is ready to use.
You pickup 0.55 gold pieces.
Talent Infusion: Wild is ready to use.
Talent Flurry of Fists is ready to use.
There is an item here: shielding rune (absorb 428; dur 5; cd 18)
Assyr picks up (a.): shielding rune (absorb 428; dur 5; cd 18).
Resting starts...
Assyr retunes the fabric of spacetime.
Talent Combination Kick is ready to use.
Talent Axe Kick is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.






































































