










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 32 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 32 on the 19th Voratun 122nd year of Ascendancy at 21:06 / 1 |
Primary Stats
| Strength | 31 (base 27) |
| Dexterity | 10 (base 10) |
| Constitution | 30 (base 25) |
| Magic | 43 (base 42) |
| Willpower | 65 (base 51) |
| Cunning | 10 (base 10) |
Resources
| Life | -5/989 |
| Mana | 455/561 |
| Equilibrium | 57 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 0.28980369324884 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 42 |
| Crit Chance | 2% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 42 |
| Crit Chance | 3% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +5% |
| Fire | +11% |
| Light | +10% |
Offense: Damage Penetration
| Fire | 0% |
Defense: Base
| Armour (hardiness) | 30.413408721348 (65.897138898113%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 35 |
| Physical Save | 21 |
| Spell Save | 42 |
| Mental Save | 34 |
Defense: Resistances
| Lightning | + 13%( 70%) |
| Light | + 15%( 70%) |
| Darkness | + 25%( 70%) |
| Blight | + 15%( 70%) |
| Cold | + 38%( 70%) |
| Fire | + 23%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 486% 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. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Race / Dwarf | 1.00 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 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. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +5 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 | insulating rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +5% fire / +5% cold A cap made of leather. |
| Tool | Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 65 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 15/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | psionicist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Defense: +9 (+5 eff.) Changes stats: +7 Wil Mental save: +14 (+6 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 3 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 84% 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! |
| On fingers | savage's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Spell save: +12 (+4 eff.) Maximum stamina: +18.00 Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| On hands | hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | steel shield of winter (0 def, 4 armour, 15-18 power, 43 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 Damage (Melee): +10 cold When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +1 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
| Main armor | radiant steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +12% blight / +11% darkness Light radius: +1 A suit of armour made of mail. |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
Inventory
insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +14% darkness Blindness immunity: +20% Amulets make your neck look great! |
mule's stralite ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Changes resistances: +24% nature Changes damage: +12% nature Maximum encumbrance: +23 Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings make your fingers look great! |
cleansing steel mail armour of acid resistance (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +11% blight / +13% nature / +16% acid A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
duelist's reinforced leather armour of the deep (16 def, 15 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +16 (+8 eff.) Fatigue: +8% Changes stats: +5 Cun / +3 Dex Changes resistances: +8% acid / +8% cold Allows you to breathe in: water A suit of armour made of leather. |
shocking stralite shield of cold resistance (+19%) (0 def, 8 armour, 50-61 power, 145 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +145 When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 17 lightning Damage when hit (Melee): 1 lightning Changes resistances: +19% cold Talent granted: +1 Block Handheld deflection devices. |
stralite shield of winter (0 def, 8 armour, 44-53 power, 141.5 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 Damage (Melee): +17 cold When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +1 Wil Changes resistances: +10% cold Talent granted: +1 Block Handheld deflection devices. |
299 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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 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
Arena Battler 20 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Kick it the Dwarf Stone Warden level 26
18th Voratun 122nd year of Ascendancy at 12:41 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kick it the Dwarf Stone Warden level 10
16th Voratun 122nd year of Ascendancy at 21:56 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Kick it the Dwarf Stone Warden level 20
17th Voratun 122nd year of Ascendancy at 16:15 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Kick it the Dwarf Stone Warden level 30
19th Voratun 122nd year of Ascendancy at 06:16 see stats
Log
Rej Arkatis hits Stone Half (Kick it) for 41 physical, 28 darkness, 8 fire, 38 physical, 28 darkness, 5 fire, 30 fire (178 total damage).
Rej Arkatis aims less carefully.
Bleeding from Crystaline Half (Kick it) hits Rej Arkatis for 65 physical damage.
Stone Vine from Kick it hits Rej Arkatis for 36 nature, 32 arcane (69 total damage).
Rej Arkatis drains life from Kick it!
Rej Arkatis drains life from Crystaline Half (Kick it)!
Rej Arkatis drains life from Stone Half (Kick it)!
Rej Arkatis receives 2 healing from Crystaline Half (Kick it).
Rej Arkatis hits Crystaline Half (Kick it) for 16 fire damage.
Rej Arkatis hits Kick it for (12 flat reduction), 3 fire (3 total damage).
Rej Arkatis hits Stone Half (Kick it) for 16 fire damage.
Rej Arkatis's demonfire area effect hits Stone Half (Kick it) for 14 fire damage.
Rej Arkatis's demonfire area effect hits Rej Arkatis for 10 fire damage.
Rej Arkatis receives 2 healing from Stone Half (Kick it).
Orc archer shoots!
Kick it stops burning.
Burning from Rej Arkatis hits Stone Half (Kick it) for 22 fire damage.
Stone Half (Kick it) uses Stone Link.
Stone Half (Kick it) begins protecting his friends with a stone shield.
Crystaline Half (Kick it) misses Rej Arkatis.
Crystaline Half (Kick it) misses Rej Arkatis.
Rej Arkatis casts Fearscape Shift.
Rej Arkatis hits Crystaline Half (Kick it) for 110 fire damage.
Rej Arkatis hits Stone Half (Kick it) for 110 fire damage.
Orc archer's Shoot performs a ranged critical strike against Kick it!
Orc archer roars triumphantly.
Orc archer's Shoot hits Kick it for 158 physical damage.
Stone Vine from Kick it hits Orc archer for 42 nature, 41 arcane (83 total damage).
Kick it the level 32 dwarf stone warden was squished to death by an orc archer on level 31 of The Arena.



































































