










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 38 / 54% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 74 (base 60) |
| Dexterity | 30 (base 32) |
| Constitution | 19 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 73 (base 60) |
| Cunning | 10 (base 10) |
Resources
| Life | 1110/1110 |
| Stamina | 398/398 |
| Equilibrium | 45 |
| Healing Factor | 1.2014285714286 |
| Regeneration | 5.2262142857144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 50 |
| Crit Chance | 37% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Fire | +6% |
Offense: Damage Penetration
| Darkness | +15% |
| Fire | +20% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 53.264821963932 (81.694915254237%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 35 |
| Physical Save | 45 |
| Spell Save | 41 |
| Mental Save | 43 |
Defense: Resistances
| Cold | + 12%( 70%) |
| Lightning | + 21%( 70%) |
| Darkness | + 64%( 70%) |
| Temporal | + 25%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 13%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Disarm Resistance | 20% |
| Confusion Resistance | 69% |
| Silence Resistance | 27% |
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Strength stat. |
| 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 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -278 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 600% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| talent | Elemental Harmony |
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 | Lightningvein the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning / 4 temporal Changes resistances: +6% lightning / +22% temporal / +13% darkness Changes resistances penetration: +15% temporal / +15% darkness / +20% fire Changes damage: +6% fire Silence immunity: +27% Confusion immunity: +33% Stun/Freeze immunity: +40% Spellpower: +5 (+5 eff.) Defense after a teleport: +21 Resist all after a teleport: +14% New effects duration reduction after a teleport: +21% 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 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 | stabilizing iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On fingers | gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +29% Maximum life: +31.00 Rings can have magical properties. |
| On fingers | savage's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Confusion immunity: +36% Maximum stamina: +30.00 Rings can have magical properties. |
| Around waist | hardened leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Life regen: +0.90 Healing mod.: +13% A belt that goes around your waist. |
| In main hand | Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
| On hands | blighted dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 blight Changes resistances: +7% blight Changes damage: +6% blight Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant voratun plate armour of delving (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +10 Str / +6 Wil Changes resistances: +25% blight / +11% physical / +49% darkness Light radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
| Cloak | enveloping elven-silk cloak of implacability (16 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+8 eff.) Physical save: +18 (+6 eff.) Mental save: +14 (+5 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 297 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
Newly picked upsteel ring of warding Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% acid / +15% fire / +15% lightning / +16% cold Rings can have magical properties. |
chilling voratun greatsword (61-97.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 cold Massive two-handed swords. |
Newly picked upliving mindstar (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fortifying voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +5 Str / +6 Con Maximum life: +74.00 A suit of armour made of metal plates. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 (Roguelike) difficulty)
Got to wave 20 in the arena.By Derunk Inbar the Dwarf Wyrmic level 19
18th Voratun 122nd year of Ascendancy at 07:01 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Derunk Inbar the Dwarf Wyrmic level 33
21st Voratun 122nd year of Ascendancy at 13:25 see stats
Grand Master (Nightmare (Roguelike) difficulty)
Earned the rank of Grand Master in the arena.By Derunk Inbar the Dwarf Wyrmic level 33
21st Voratun 122nd year of Ascendancy at 13:19 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Derunk Inbar the Dwarf Wyrmic level 10
17th Voratun 122nd year of Ascendancy at 02:08 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Derunk Inbar the Dwarf Wyrmic level 20
18th Voratun 122nd year of Ascendancy at 13:20 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Derunk Inbar the Dwarf Wyrmic level 30
20th Voratun 122nd year of Ascendancy at 13:58 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Derunk Inbar the Dwarf Wyrmic level 37
22nd Voratun 122nd year of Ascendancy at 19:40 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Derunk Inbar the Dwarf Wyrmic level 21
18th Voratun 122nd year of Ascendancy at 20:30 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Derunk Inbar the Dwarf Wyrmic level 20
18th Voratun 122nd year of Ascendancy at 16:09 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Derunk Inbar deactivates Wild Growth.
Derunk Inbar activates Wild Growth.
Derunk Inbar deactivates Icy Skin.
Derunk Inbar activates Icy Skin.
Derunk Inbar deactivates Elemental Harmony.
Derunk Inbar activates Elemental Harmony.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Derunk Inbar shakes the ground!
Resting starts...
Rested for 8 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Quake is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
Derunk Inbar deactivates Wild Growth.
Derunk Inbar deactivates Icy Skin.
Derunk Inbar deactivates Elemental Harmony.






































































