









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Brawler |
| Level / Exp | 39 / 58% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 55 (base 23) |
| Dexterity | 74 (base 60) |
| Constitution | 66 (base 21) |
| Magic | 15 (base 10) |
| Willpower | 12 (base 12) |
| Cunning | 80 (base 60) |
Resources
| Life | 1246/1414 |
| Stamina | 219/219 |
| Healing Factor | 1.4888369623247 |
| Regeneration | 18.299994348254 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Barehand
| Damage | 120 |
| Accuracy | 67 |
| Crit Chance | 41% |
| APR | 58 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (69.687909656376%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 50 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Temporal | + 34%( 70%) |
| All | + 15%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 462 damage for 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 94.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (2.0 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 | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| On hands | voratun gauntlets of archery (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +13 Armour: +3 Fatigue: +5% Changes stats: +4 Cun / +6 Dex When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
| On head | leafwalker's dwarven-steel helm of strength (+4) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str Changes resistances: +6% nature Spell save: +4 (+2 eff.) Maximum life: +40.00 Healing mod.: +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged elven-wood wand of lightning storm [power 488] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 97 lightning damage and will be dazed for 1 turn (488 total damage) Activation puts all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 13% chance to reduce all saves and defense by 23 Damage (Melee): 11 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 23 Damage (Ranged): 14 physical Changes stats: +3 Cun Maximum encumbrance: +25 Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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 | wanderer's steel amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Mag / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.50 Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Movement speed: +10% Amulets make your neck look great! |
| Main armor | searing drakeskin leather armour of temporal resistance (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 15 acid / 15 fire Damage when hit (Melee): 14 acid / 13 fire Changes resistances: +17% acid / +19% fire / +22% temporal 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 | resilient linen cloak of mindcraft (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Maximum life: +31.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | balancing drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Dex / +5 Cun / +6 Con Mental save: +8 (+4 eff.) Mindpower: +9 (+5 eff.) Mental crit. chance: +13% A belt that goes around your waist. |
Inventory
truestriking stralite battleaxe (41-62 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 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: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +17 Changes resistances penetration: +14% physical Massive two-handed battleaxes. |
Newly picked uphateful dwarven-steel greatsword of rage (35-56 power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 darkness Damage against: +13% Living When wielded/worn: Accuracy: +21 (+6 eff.) Changes stats: +7 Str Changes damage: +10% physical Massive two-handed swords. |
steady dragonbone longbow of enduringRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +6.0% Changes stats: +15 Con / +14 Wil Maximum life: +137.00 Longbows are used to shoot arrows at your foes. |
Newly picked upcaustic orichalcum trident of evisceration (52-84 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +34 acid / +33 nature When wielded/worn: Armour penetration: +20 Physical crit. chance: +19.0% Physical power: +17 (+4 eff.) Changes resistances penetration: +27% acid / +19% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked upwarbringer's deep-steel trident of amnesia (28-45 power, 10 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Physical power: +16 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +16% physical Disarm immunity: +24% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insulating hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes resistances: +8% fire / +8% cold Critical mult.: +8.00% A belt that goes around your waist. |
polar dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 25.5 - 35.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
rejuvenating reinforced leather armour of Toknor (12 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Critical mult.: +15.00% Life regen: +6.80 Stamina each turn: +1.70 A suit of armour made of leather. |
Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+7 eff.) Mental save: +25 (+10 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+5 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 3.5 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 3 Armour, 5 Defense and your attacks will gain 12% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
flaming quiver of dragonbone arrows of vileness (13/20, 52-73 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 32% chance to reduce strength, dexterity, and constitution by 9 Damage (Ranged): +18 blight Damage (radius 1) on hit: +30 fire Arrows are used with bows to pierce your foes to death. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
extending dragonbone wand of lightning storm [power 458] (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 91 lightning damage and will be dazed for 1 turn (458 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. 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 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By NAAOB the Ogre Brawler level 17
76th Pyre 122nd year of Ascendancy at 05:11 see stats
Arena Battler 50 (Nightmare (Adventure) difficulty)
Got to wave 50 in the arena.By NAAOB the Ogre Brawler level 35
79th Pyre 122nd year of Ascendancy at 05:40 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By NAAOB the Ogre Brawler level 10
75th Pyre 122nd year of Ascendancy at 02:51 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By NAAOB the Ogre Brawler level 20
76th Pyre 122nd year of Ascendancy at 13:18 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By NAAOB the Ogre Brawler level 30
78th Pyre 122nd year of Ascendancy at 02:15 see stats
Master of Arena (Nightmare (Adventure) difficulty)
Became the new master of the arena in 60-wave mode.By NAAOB the Ogre Brawler level 39
1st Mirth 122nd year of Ascendancy at 11:54 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By NAAOB the Ogre Brawler level 25
77th Pyre 122nd year of Ascendancy at 07:18 see stats
XXX the Destroyer (Nightmare (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By NAAOB the Ogre Brawler level 32
78th Pyre 122nd year of Ascendancy at 17:54 see stats
Log
NAAOB loses sight!
Something hits NAAOB for (17 flat reduction), 195 light (195 total damage).
NAAOB uses Infusion: Healing.
NAAOB receives 248 healing from Infusion: Healing.
NAAOB casts Rune: Shielding.
A shield forms around NAAOB.
NAAOB throws a wild haymaker!
NAAOB performs a melee critical strike against Something!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
Personal New Achievement: Master of Arena (Nightmare (Adventure) difficulty)!
NAAOB hits Something for (138 blocked), 926 physical (926 total damage).
Talent Concussive Punch is ready to use.
NAAOB aims less carefully.
NAAOB recovers sight.
NAAOB has recovered!
Talent Double Strike is ready to use.
Talent Spinning Backhand is ready to use.
Talent Vitality is ready to use.
Talent Uppercut is ready to use.
The shield around NAAOB crumbles.
Talent Rune: Shatter Afflictions is ready to use.
Talent Flurry of Fists is ready to use.
Talent Rune: Biting Gale is ready to use.
Talent Haymaker is ready to use.
Talent Rush is ready to use.










































































