









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Wyrmic |
| Level / Exp | 28 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by orc assassin at level 28 on the 78th Pyre 122nd year of Ascendancy at 08:30 6 / 1 |
Primary Stats
| Strength | 48 (base 47) |
| Dexterity | 11 (base 10) |
| Constitution | 35 (base 27) |
| Magic | 11 (base 10) |
| Willpower | 54 (base 49) |
| Cunning | 18 (base 10) |
Resources
| Life | -28/842 |
| Stamina | 276/276 |
| Equilibrium | 56 |
| Healing Factor | 0.84460222193843 |
| Regeneration | 11.70861006645 |
Speed
| Mental | -7.0927655912085% |
| Attack | +2.9072344087915% |
| Movement | +507.07456836941% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 2 |
| Infravision | 12.901847946486 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 42 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.08 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 5% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Lightning | +12% |
| Fire | +12% |
| Acid | +12% |
| Physical | +16% |
| Cold | +12% |
| Nature | +4% |
Offense: Damage Penetration
| Lightning | +24% |
| Fire | +24% |
| Acid | +24% |
| Physical | +24% |
| Cold | +24% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 28.562648281609 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 2 |
| Physical Save | 36 |
| Spell Save | 38 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 20%( 70%) |
| Lightning | +100%(170%) |
| Physical | + 38%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Knockback Resistance | 21% |
| Stun Resistance | 9% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 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 114.14 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 41 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 223 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| talent | Precise Strikes |
| detrimental effect | The target is poisoned, taking 73.42 nature damage per turn. Deadly Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 13.20 physical damage per turn and decreasing all heals received by 52%. Deep Wound |
| beneficial effect | A flow of life spins around the target, regenerating 13.11 life per turn. Regeneration |
| beneficial effect | Turn into pure lightning, moving 496% faster. It also increases your lightning resistance by 100% and your physical resistance by 30%. Lightning Speed |
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 | traveler's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +29 Physical save: +8 (+4 eff.) 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 | thaloren dwarven-steel helm of absorption (0 def, 4 armour)Requires: - Talent 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 Wil Changes resistances: +5% blight Mental save: +6 (+3 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged elm totem of cure ailments [power 1] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+4 eff.) Life regen: +0.50 Maximum life: +52.00 Maximum stamina: +15.00 Healing mod.: +18% Rings can have magical properties. |
| On fingers | copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 138% 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. |
| Around waist | insulating hardened leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +7% fire / +8% cold Maximum encumbrance: +20 A belt that goes around your waist. |
| In main hand | arcing voratun battleaxe of massacre (64.5-96.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Massive two-handed battleaxes. |
| On hands | sand rough leather gloves (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 5 physical Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | prismatic reinforced leather armour of lightning resistance (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +20% lightning / +14% light / +10% darkness A suit of armour made of leather. |
| Cloak | Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 31/60) : Effective talent level: 2.0 Power cost: 30 out of 31/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Around neck | serendipitous steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +5 (+3 eff.) Changes stats: +5 Lck Blindness immunity: +10% Infravision radius: +3 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Inventory
wild infusion (resist 16%; cure magical)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Newly picked upbiting gale rune (101 cold damage; freeze 3 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 direct a cone of chilling stormwind doing 100.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
Newly picked upcontrolled phase door rune (range 8) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use 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 8. 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. |
Newly picked upphase door rune (range 7; power 23; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
Newly picked upvision rune (radius 12; dur 19; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 20) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any horror around. 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. |
mindweaver's stralite amulet of teleportationPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+4 eff.) Confusion immunity: +15% Teleport immunity: +50% Mindpower: +9 (+5 eff.) It can be used to teleport you randomly (rad 34), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 8% chance to inflict 15% damage reduction * 6% chance to blind Changes damage: +9% light / +5% darkness Amulets can have magical properties. |
rogue's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +6 Cun Life regen: +1.60 Maximum life: +49.00 Healing mod.: +18% Rings can have magical properties. |
stralite ring of nature (+32%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +32% nature Changes damage: +16% nature Rings can have magical properties. |
stralite dagger (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
reinforced leather sling of natureRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +13 nature When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +8% nature Slings are used to hurl stones or metal shots at your foes. |
infernal elven-wood starstaff of warding (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: Armour: +6 Defense: +5 (+3 eff.) Damage (Melee): 19 fire Maximum wards: +2 physical Changes damage: +25% physical Talents granted: +2 Ward +1 Command Staff Critical mult.: +22.00% Spellpower: +19 (+14 eff.) Spell crit. chance: +4% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
spellwoven cashmere robe of alchemy (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% acid / +13% physical / +13% fire / +13% cold Changes damage: +6% acid / +7% physical / +7% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Spell save: +20 (+7 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of blight (+13%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Cun Changes resistances: +13% blight Changes damage: +13% blight / +10% light / +9% darkness Spellpower: +5 (+5 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Maximum life: +21.00 A suit of armour made of leather. |
397 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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
tentacled ash totem of thorny skin [power 30] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
arcane yew wand of conjuration [power 235] (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 118 to 235, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright yew wand of trap destruction [power 60] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (60 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Alar the Higher Wyrmic level 16
76th Pyre 122nd year of Ascendancy at 01:56 see stats
Level 10
Got a character to level 10.By Alar the Higher Wyrmic level 10
75th Pyre 122nd year of Ascendancy at 06:21 see stats
Level 20
Got a character to level 20.By Alar the Higher Wyrmic level 20
76th Pyre 122nd year of Ascendancy at 13:05 see stats
Size matters
Did over 600 damage in one attack.By Alar the Higher Wyrmic level 25
77th Pyre 122nd year of Ascendancy at 16:52 see stats
Log
Alar recovers sight.
Deadly Poison from Orc assassin hits Alar for 31 nature damage.
Deep Wound from Orc assassin hits Alar for 10 physical damage.
Something performs a melee critical strike against Alar!
Something hits Alar for 34 physical, 20 physical, 7 lightning (61 total damage).
Something hits Alar for 96 physical, 23 physical (119 total damage).
Alar hits Something for 16 cold, 16 cold (33 total damage).
Alar hits Something for 20 cold, 20 cold (40 total damage).
Alar feels pain again.
Talent Wing Buffet is ready to use.
Deadly Poison from Orc assassin hits Alar for 59 nature damage.
Deep Wound from Orc assassin hits Alar for 12 physical damage.
Orc assassin calms down.
Orc assassin hits Alar for 38 physical, 26 physical, 7 lightning (71 total damage).
Alar hits Orc assassin for 24 cold, 24 cold (48 total damage).
Alar uses Lightning Speed.
Alar turns into pure lightning!.
Orc assassin roars triumphantly.
Deadly Poison from Orc assassin hits Alar for 67 nature damage.
Alar the level 28 higher wyrmic was naturalised to death by an orc assassin on level 43 of The Arena.
Deadly Poison from Orc assassin killed Alar!
Alar is back to normal.
Alar is no longer poisoned.
Alar deactivates Wild Growth.
Alar deactivates Icy Skin.
Alar's deep wound closes.
Alar deactivates Precise Strikes.
Alar stops regenerating health quickly.






















































































