Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 45 / 73% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 130 (base 60) |
Dexterity | 60 (base 60) |
Constitution | 39 (base 10) |
Magic | 17 (base 10) |
Willpower | 17 (base 10) |
Cunning | 57 (base 54) |
Resources
Life | 1127/1127 |
Stamina | 230/230 |
Healing Factor | 1.2081339712919 |
Regeneration | 5.5079665105037 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 8 |
See Stealth | 54.237717309058 |
See Invisible | 66.237717309058 |
Offense: Barehand
Damage | 146 |
Accuracy | 53 |
Crit Chance | 24% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11.5 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Acid | +7% |
Physical | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Defense: Base
Armour (hardiness) | 44.413408721348 (71.666666666667%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 34 |
Mental Save | 37 |
Defense: Resistances
Darkness | + 22%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Confusion Resistance | 39% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 48% |
Inscriptions (4/4)
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 662 life over 5 turns. Its effects scale with your Strength stat. |
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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 668% 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 Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Striking Stance |
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 | blightbringer's pair of voratun boots of evasion (10 def, 5 armour) blightbringer's pair of voratun boots of evasion (10 def, 5 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: +5 Defense: +10 (+5 eff.) Fatigue: +4% Changes stats: +7 Mag Changes damage: +7% acid / +8% blight Disease immunity: +32% Spellpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | voratun gauntlets of the verdant (0 def, 3 armour) voratun gauntlets of the verdant (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% blight / +16% darkness / +19% arcane Damage affinity(heal): +13% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+8 eff.) When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon crits: Call of the Ooze (20% chance level 2). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | overpowered elven-wood wand of conjuration [power 420] (19 cooldown) overpowered elven-wood wand of conjuration [power 420] (19 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 420 cold damage Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | warrior's steel ring of clarity warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +7 (+3 eff.) Confusion immunity: +22% Rings can have magical properties. |
On fingers | gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +24% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings can have magical properties. |
Around neck | mindweaver's voratun amulet of vision mindweaver's voratun amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +10 (+4 eff.) Blindness immunity: +24% Confusion immunity: +17% Mindpower: +6 (+3 eff.) Infravision radius: +5 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
Main armor | enlightening dwarven-steel mail armour of spell shielding (3 def, 8 armour) enlightening dwarven-steel mail armour of spell shielding (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Changes resistances: +6% arcane Spell save: +10 (+5 eff.) Mental save: +13 (+5 eff.) A suit of armour made of mail. |
Light source | brass lantern 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. |
Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ravager's hardened leather belt of carrying ravager's 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 penetration: +7% physical Changes damage: +13% physical Maximum encumbrance: +29 A belt that goes around your waist. |
Inventory
gold amulet of dexterity (+4) gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Amulets can have magical properties. |
grounding drakeskin leather belt of resilience grounding drakeskin leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +9% temporal Maximum life: +36.00 A belt that goes around your waist. |
nightruned rough leather belt of the mystic nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +5% darkness Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive iron gauntlets (0 def, 1 armour) corrosive iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 acid Changes resistances: +6% acid Changes damage: +4% acid When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
umbral drakeskin leather gloves of archery (0 def, 3 armour) umbral drakeskin leather gloves of archery (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Armour: +3 Damage (Melee): 17 darkness Changes stats: +4 Cun / +6 Dex Changes resistances: +10% darkness Changes damage: +6% darkness When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +10 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 10% chance to reduce damage dealt by 17% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
129 alchemist agate 129 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
powerful yew wand of conjuration [power 175] (15 cooldown) powerful yew wand of conjuration [power 175] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 175 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage 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. |
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
By Jojo the Cornac Brawler level 27
76th Pyre 122nd year of Ascendancy at 04:31 see stats
By Jojo the Cornac Brawler level 40
79th Pyre 122nd year of Ascendancy at 07:11 see stats
By Jojo the Cornac Brawler level 10
74th Pyre 122nd year of Ascendancy at 21:18 see stats
By Jojo the Cornac Brawler level 20
75th Pyre 122nd year of Ascendancy at 16:46 see stats
By Jojo the Cornac Brawler level 30
76th Pyre 122nd year of Ascendancy at 14:40 see stats
By Jojo the Cornac Brawler level 40
79th Pyre 122nd year of Ascendancy at 07:11 see stats
By Jojo the Cornac Brawler level 45
1st Mirth 122nd year of Ascendancy at 10:27 see stats
By Jojo the Cornac Brawler level 42
1st Mirth 122nd year of Ascendancy at 00:05 see stats
By Jojo the Cornac Brawler level 35
77th Pyre 122nd year of Ascendancy at 22:46 see stats
Log
There is an item here: voratun waraxe (151% power, 6 apr)
There is an item here: elemental orichalcum trident of evisceration (166% power, 16 apr)
Talent Double Strike is ready to use.
Jojo's armour is more intact.
Talent Take Down is ready to use.
Talent Spinning Backhand is ready to use.
Talent Infusion: Healing is ready to use.
Talent Haymaker is ready to use.
Talent Vitality is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Axe Kick is ready to use.
Talent Flurry of Fists is ready to use.
Talent Touch of Death is ready to use.
There is an item here: blazebringer's orite trident of enduring (154% power, 13 apr)
Ran for 5 turns (stop reason: object seen).
There is an item here: blazebringer's orite trident of enduring (154% power, 13 apr)
Ran for 3 turns (stop reason: object seen).
Saving game...
Saving done.
Jojo deactivates Striking Stance.
Jojo deactivates Daunting Presence.