












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 40 / 48% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 15 (base 10) |
| Constitution | 46 (base 34) |
| Magic | 16 (base 10) |
| Willpower | 79 (base 60) |
| Cunning | 23 (base 15) |
Resources
| Life | 1256/1268 |
| Hate | 81/100 |
| Healing Factor | 1.156510713541 |
| Regeneration | 0.28912767838526 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 22 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Temporal | +5% |
| Physical | +7% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (58.536585365854%) |
| Defense | 43 |
| Ranged Defense | 46 |
| Fatigue | 40.669446550417 |
| Physical Save | 33 |
| Spell Save | 28 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 14%( 73%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 21%( 79%) |
| Light | + 15%( 70%) |
| Temporal | + 47%( 70%) |
| Fire | + 33%( 70%) |
| Mind | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Confusion Resistance | 30% |
| Fear Resistance | 44% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 60% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 53 mind and 51 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 85 Mind damage, and deal 83 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 | miner's pair of voratun boots of speed (Madness) (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +8 Fatigue: +4% Infravision radius: +1 Movement speed: +25% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | void-walker's alchemist's lamp of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% cold / +6% light / +7% temporal Changes damage: +9% darkness Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +2 Defense after a teleport: +12 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 89.61 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | thaloren voratun helm of strength (+6) (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +7 Wil Changes resistances: +10% blight Mental save: +11 (+4 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | temporal hardened leather gloves of strength (+2) (Nightmares) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 9 temporal Changes stats: +2 Str Changes resistances: +7% temporal Changes damage: +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | piercing dragonbone wand of shielding [power 440] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | conjurer's steel ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +6 (+3 eff.) Curse of Nightmares Rings can have magical properties. |
| On fingers | gold ring of power (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Spellpower: +7 (+4 eff.) Mindpower: +6 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
| Around neck | enraging steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
| In main hand | warbringer's voratun mace of crippling (Misfortune) (46-64.4 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +10% physical Disarm immunity: +29% Curse of Misfortune Blunt and deadly. |
| Around waist | blurring rough leather belt of transcendence (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +11 (+4 eff.) Stealth bonus: +6 Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
| In off hand | Titanic (Madness) (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: 40% Wil, 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 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block Curse of Madness This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | thick linen cloak of protection (Madness) (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +13% cold Spell save: +5 (+3 eff.) Mental save: +6 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Elenarorig (Misfortune) (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Damage (Melee): 12 acid / 23 fire Damage when hit (Melee): 12 acid / 8 fire Changes stats: +3 Cun / +1 Wil Changes resistances: +13% acid / +26% fire / +7% mind / +27% temporal Changes damage: +12% mind Reduces incoming crit damage: 10.00% Mental save: +17 (+6 eff.) Psi when hit: +0.08 Curse of Misfortune A suit of armour made of leather. |
Inventory
chilling stralite battleaxe of shearing (Nightmares) (47.5-71.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +19 cold When wielded/worn: Accuracy: +24 (+12 eff.) Armour penetration: +16 Changes resistances penetration: +19% all Curse of Nightmares Massive two-handed battleaxes. |
rejuvenating voratun plate armour of clarity (Corpses) (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +7% mind Mental save: +23 (+8 eff.) Life regen: +6.00 Stamina each turn: +2.10 Curse of Corpses A suit of armour made of metal plates. |
Piercing Gaze (Misfortune) (5 def, 25 armour, 40-48 power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. Curse of Misfortune This gigantic shield has a stone eye embedded in it. |
warded voratun shield of crushing (Shrouds) (0 def, 10 armour, 76.5-91.8 power, 181.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.5 - 91.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +182 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Physical power: +8 (+2 eff.) Armour: +10 Fatigue: +8% Maximum wards: +6 lightning / +5 temporal / +5 darkness / +5 fire / +5 nature / +5 blight / +6 cold / +4 arcane / +5 light Talents granted: +1 Ward +1 Block Curse of Shrouds Handheld deflection devices. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
yew totem of stinging [power 236] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 236 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone wand of conjuration [power 570] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 570 lightning damage Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
thought-forged voratun greatsword of massacre (Madness) (77-123.2 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 77.0 - 123.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 38% chance to reduce all saves and defense by 37 Damage (Melee): +20 mind When wielded/worn: Changes stats: +3 Cun / +5 Wil Curse of Madness Massive two-handed swords. |
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 Rek the Dwarf Cursed level 20
18th Voratun 122nd year of Ascendancy at 01:13 see stats
Arena Battler 50
Got to wave 50 in the arena.By Rek the Dwarf Cursed level 34
21st Voratun 122nd year of Ascendancy at 06:43 see stats
Level 10
Got a character to level 10.By Rek the Dwarf Cursed level 10
17th Voratun 122nd year of Ascendancy at 01:21 see stats
Level 20
Got a character to level 20.By Rek the Dwarf Cursed level 20
18th Voratun 122nd year of Ascendancy at 01:06 see stats
Level 30
Got a character to level 30.By Rek the Dwarf Cursed level 30
20th Voratun 122nd year of Ascendancy at 04:08 see stats
Level 40
Got a character to level 40.By Rek the Dwarf Cursed level 40
22nd Voratun 122nd year of Ascendancy at 11:00 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Rek the Dwarf Cursed level 39
22nd Voratun 122nd year of Ascendancy at 11:00 see stats
Log
Rek's is no longer weakened.
Animated thought-forged voratun greatsword of massacre (Madness) (77-123.2 power, 4 apr)'s is no longer weakened.
Rek is no longer rampaging.
Resting starts...
thought-forged voratun greatsword of massacre (Madness) (77-123.2 power, 4 apr) returns to your bags!
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Rampage is ready to use.
Talent Ruined Earth is ready to use.
Talent Cursed Sentry is ready to use.
Rested for 23 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.
Rek deactivates Gloom.
Rek activates Gloom.
Rek deactivates Savage Hunter.
Rek activates Savage Hunter.
Rek deactivates Stalk.
Rek activates Stalk.
Rek deactivates Gloom.
Rek deactivates Savage Hunter.
Rek deactivates Stalk.































































