












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
  | 
| Campaign | Arena | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Sun Paladin | 
| Level / Exp | 43 / 79% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded 7 / 0 | 
Primary Stats
| Strength | 68 (base 58) | 
| Dexterity | 24 (base 12) | 
| Constitution | 48 (base 48) | 
| Magic | 61 (base 60) | 
| Willpower | 10 (base 10) | 
| Cunning | 18 (base 10) | 
Resources
| Life | 1100/1100 | 
| Positive | 58/76 | 
| Stamina | 244/244 | 
| Healing Factor | 1.2614678899083 | 
| Regeneration | 9.7763761467892 | 
Speed
| Mental | +20% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
Offense: Mainhand
| Damage | 149 | 
| Accuracy | 45 | 
| Crit Chance | 50% | 
| APR | 4 | 
| Speed | 0.83 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 40 | 
| Crit Chance | 18% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 14 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Light | +31% | 
| Fire | +9% | 
| Nature | +10% | 
Offense: Damage Penetration
| All | +25% | 
Defense: Base
| Armour (hardiness) | 70.5 (100%) | 
| Defense | 61 | 
| Ranged Defense | 64 | 
| Fatigue | 45 | 
| Physical Save | 45 | 
| Spell Save | 47 | 
| Mental Save | 25 | 
Defense: Resistances
| Acid | + 36%( 70%) | 
| Cold | + 37%( 70%) | 
| All | + 15%( 70%) | 
| Darkness | + 25%( 70%) | 
| Light | + 25%( 70%) | 
| Temporal | + 26%( 70%) | 
| Lightning | + 36%( 70%) | 
| Fire | + 35%( 70%) | 
| Nature | + 32%( 70%) | 
Defense: Immunities
| Knockback Resistance | 26% | 
| Pinning Resistance | 29% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 58% | 
Inscriptions (5/5)
| 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 302 life over 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 606% 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.  | 
| 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 379 damage for 5 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -625 life. The duration and life will increase by 1% for every 1% life you have lost (currently 625 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Combat veteran | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Guardian | 1.30 | 
  | 5/5 | 
  | 2/5 | 
  | 5/5 | 
  | 1/5 | 
| Technique / Two-handed assault | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Combat | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Celestial / Sun | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Shield offense | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Celestial / Radiance | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
Generic Talents
| Celestial / Light | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
| Celestial / Chants | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 2/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Retribution | 
| talent | Weapon of Light | 
| talent | Searing Sight | 
| talent | Second Life | 
| talent | Shield of Light | 
| talent | Weapon of Wrath | 
| talent | Chant of Resistance | 
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 |  stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Lck / +5 Dex Stealth bonus: +6 Stamina each turn: +0.40 Maximum stamina: +18.00 A pair of boots made of leather.  | 
| Quiver |  Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot.  | 
| Light source |  brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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.  | 
| On head |  stabilizing hardened leather cap of dexterity (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Physical save: +16 (+6 eff.) A cap made of leather.  | 
| On hands |  brawler's hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Str / +2 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) 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.  | 
| 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 109 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen.  | 
| On fingers |  warrior's gold ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 21 light Damage (Ranged): 17 light Changes stats: +4 Str / +1 Mag Changes damage: +12% light Rings can have magical properties.  | 
| On fingers |  warrior's gold ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties.  | 
| Around neck |  stabilizing gold amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% temporal Pinning immunity: +29% Knockback immunity: +26% Amulets can have magical properties.  | 
| In main hand |  Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+10 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement.  | 
| Around waist |  drakeskin leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist.  | 
| In off hand |  Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid.  | 
| Cloak |  wyrmwaxed cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% acid / +6% fire / +7% lightning / +8% cold Physical save: +11 (+4 eff.) Mental save: +8 (+4 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.  | 
| Main armor |  impenetrable dwarven-steel mail armour of command (10 def, 22 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +12 (+6 eff.) A suit of armour made of mail.  | 
Inventory
 titan's stralite ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +4 (+2 eff.) Rings can have magical properties.  | 
 balanced steel battleaxe of amnesia (21-31.5 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +10 (+3 eff.) Disarm immunity: +35% Massive two-handed battleaxes.  | 
 The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world."  | 
 Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness.  | 
 enhanced stralite longsword of shearing (32.5-45.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Changes stats: +3 Str / +3 Dex / +6 Mag / +6 Wil / +8 Cun / +7 Con Changes resistances penetration: +9% all Sharp, long, and deadly.  | 
 deep-steel trident of rage (27-43.2 power, 10 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stats: 50% Mag, 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% When wielded/worn: Accuracy: +19 (+6 eff.) Changes stats: +10 Str Changes damage: +14% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 stormbringer's orite trident of corruption (38-60.8 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.0 - 60.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). Damage (radius 2) on crit: +47 lightning / +42 cold When wielded/worn: Changes resistances penetration: +20% lightning / +27% cold Movement speed: +62% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
 verdant silk robe of frost (+22%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% all / +22% cold Changes damage: +12% nature / +15% cold Poison immunity: +20% Disease immunity: +42% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly...  | 
 voratun plate armour of Eyal (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Life regen: +7.00 Maximum life: +80.00 Healing mod.: +16% A suit of armour made of metal plates.  | 
 1081 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.  | 
 Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 161.00 temporal and 161.00 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight.  | 
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
			Got to wave 20 in the arena.By Tas the Cornac Sun Paladin level 21
76th Pyre 122nd year of Ascendancy at 09:36 see stats
			Arena Battler 50
			Got to wave 50 in the arena.By Tas the Cornac Sun Paladin level 38
79th Pyre 122nd year of Ascendancy at 13:40 see stats
			Level 10
			Got a character to level 10.By Tas the Cornac Sun Paladin level 10
75th Pyre 122nd year of Ascendancy at 05:25 see stats
			Level 20
			Got a character to level 20.By Tas the Cornac Sun Paladin level 20
76th Pyre 122nd year of Ascendancy at 06:11 see stats
			Level 30
			Got a character to level 30.By Tas the Cornac Sun Paladin level 30
77th Pyre 122nd year of Ascendancy at 17:46 see stats
			Level 40
			Got a character to level 40.By Tas the Cornac Sun Paladin level 40
1st Mirth 122nd year of Ascendancy at 03:40 see stats
			Master of Arena
			Became the new master of the arena in 60-wave mode.By Tas the Cornac Sun Paladin level 43
1st Mirth 122nd year of Ascendancy at 18:53 see stats
Log
Talent Infusion: Movement is ready to use.
There is an item here: deep-steel trident of rage (27-43.2 power, 10 apr)
Talent Shield Pummel is ready to use.
Tas picks up (f.): deep-steel trident of rage (27-43.2 power, 10 apr).
Talent Sun Ray is ready to use.
Talent Shield Slam is ready to use.
You pickup 0.65 gold pieces.
There is an item here: stormbringer's orite trident of corruption (38-60.8 power, 13 apr)
Talent Block is ready to use.
Ran for 3 turns (stop reason: object seen).
Tas picks up (g.): stormbringer's orite trident of corruption (38-60.8 power, 13 apr).
Talent Brandish is ready to use.
Tas casts Healing Light.
Tas receives 390 healing.
Talent Healing Light is ready to use.
Tas deactivates Chant of Resistance.
Tas deactivates Shield of Light.
Tas deactivates Retribution.
Tas deactivates Weapon of Light.
Tas deactivates Weapon of Wrath.
Tas deactivates Second Life.
Tas deactivates Searing Sight.







































































