Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Steamtech UI 1.1.4 |
Campaign | Arena |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 21 / 54% |
Size | big |
Lifes / Deaths | Killed by orc master wyrmic at level 21 on the 77th Pyre 122nd year of Ascendancy at 08:12 / 1 |
Primary Stats
Strength | 53 (base 50) |
Dexterity | 9 (base 10) |
Constitution | 14 (base 12) |
Magic | 50 (base 39) |
Willpower | 12 (base 10) |
Cunning | 13 (base 11) |
Resources
Life | -194/610 |
Stamina | 36/165 |
Vim | 121/205 |
Healing Factor | 1 |
Regeneration | 4.9675469764853 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +83.333333333333% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 1 |
Offense: Mainhand
Damage | 71 |
Accuracy | 16 |
Crit Chance | 17% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 35.453073231957 (48.103448275862%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 19 |
Physical Save | 24 |
Spell Save | 26 |
Mental Save | 24 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 31% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 100 damage for 5 turns. |
Class Talents
Corruption / Torture | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Abyssal Shield |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Reduces global action speed by 20%. Slow |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
On feet | pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 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 | miner's iron helm of constitution (+2) (0 def, 5 armour) miner's iron helm of constitution (+2) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Con Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | wizard's stralite ring wizard's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+6 eff.) Rings can have magical properties. |
On fingers | psionicist's gold ring of perseverance psionicist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Stun/Freeze immunity: +31% Life regen: +1.30 Rings can have magical properties. |
Around waist | blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Stealth bonus: +6 Mental save: +6 (+3 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
In main hand | dwarven-steel greatmaul (41-61.5 power, 2 apr) dwarven-steel greatmaul (41-61.5 power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
On hands | cinder dwarven-steel gauntlets (0 def, 2 armour) cinder dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Changes resistances: +5% fire Changes damage: +3% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
Cloak | resilient linen cloak of implacability (1 def, 0 armour) resilient linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life 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. |
Around neck | copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Inventory
invisibility rune (power 9 for 4 turns) invisibility rune (power 9 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
gold amulet of magic (+2) gold amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
gold ring of clarity gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
gold ring of darkness (+24%) gold ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
savior's gold ring of time (+13%) savior's gold ring of time (+13%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +13% temporal Changes damage: +13% temporal Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Rings can have magical properties. |
balanced iron battleaxe (15.5-23.25 power, 1 apr) balanced iron battleaxe (15.5-23.25 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+5 eff.) Defense: +7 (+7 eff.) Disarm immunity: +31% Massive two-handed battleaxes. |
chilling dwarven-steel mace of the mystic (27-37.8 power, 4 apr) chilling dwarven-steel mace of the mystic (27-37.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 cold When wielded/worn: Changes stats: +2 Mag / +3 Wil Spellpower: +7 (+3 eff.) Blunt and deadly. |
cruel ash magestaff of warding (15-18 power, 3 apr, lightning element) cruel ash magestaff of warding (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Defense: +4 (+4 eff.) Maximum wards: +2 lightning Changes damage: +15% lightning Talents granted: +2 Ward +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Newly picked up elven-wood vilestaff (25-30 power, 5 apr, fire element)elven-wood vilestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 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 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
chilling dwarven-steel waraxe of vileness (21-29.4 power, 4 apr) chilling dwarven-steel waraxe of vileness (21-29.4 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +10 blight / +7 cold One-handed war axes. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Newly picked up silk robe (3 def, 0 armour)silk robe (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
corrosive hardened leather gloves (0 def, 2 armour) corrosive hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 acid Changes resistances: +7% acid Changes damage: +5% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
56 alchemist agate 56 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
yew wand of conjuration [power 205] (10 cooldown) yew wand of conjuration [power 205] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 102 to 205, 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. |
quartz 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. |
Achievements
By Arena the Ogre Doombringer level 17
76th Pyre 122nd year of Ascendancy at 04:28 see stats
By Arena the Ogre Doombringer level 10
75th Pyre 122nd year of Ascendancy at 05:31 see stats
By Arena the Ogre Doombringer level 20
76th Pyre 122nd year of Ascendancy at 19:28 see stats
Log
Orc master wyrmic hits Arena for 17 healing, (10 absorbed), 0 cold, 2 healing (0 total damage) [19 healing].
Orc master wyrmic roars!
Your shield crumbles under the damage!
The shield around Arena crumbles.
Arena wanders around!.
Orc master wyrmic hits Arena for (90 absorbed), 34 physical (34 total damage).
Burning from Arena hits Orc master wyrmic for 3 fire damage.
Arena casts Abduction.
Arena hits Orc master wyrmic for 65 physical, 3 fire, 8 fire, 84 physical, 3 fire, 8 fire (171 total damage).
Orc master wyrmic hits Arena for 10 cold, 10 cold (21 total damage).
Arena hits Orc master wyrmic for 16 blight, 11 fire (28 total damage).
Orc master wyrmic hits Arena for 39 physical damage.
Talent Detonating Charge is ready to use.
Burning from Arena hits Orc master wyrmic for 7 fire damage.
Arena is confused and fails to use Obliterating Smash.
Orc master wyrmic breathes sand!
Arena loses sight!
Orc master wyrmic hits Arena for 169 physical damage.
Arena is confused and fails to use Obliterating Smash.
Arena slows down.
Something hits Arena for 177 cold damage.
Arena the level 21 ogre doombringer was frozen and shattered into a million little shards to death by an orc master wyrmic on level 30 of The Arena.
Something killed Arena!
Arena seems more focused.
Arena deactivates Abyssal Shield.
Arena speeds up.
Arena recovers sight.