







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Necromancer |
| Level / Exp | 46 / 67% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 67 (base 60) |
| Magic | 94 (base 60) |
| Willpower | 59 (base 56) |
| Cunning | 22 (base 11) |
Resources
| Life | 933/933 |
| Mana | 673/673 |
| Soul | 2/17 |
| Healing Factor | 1.3635014349578 |
| Regeneration | 0.34087535873944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +100% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 7 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +64% |
| Light | +44% |
| Temporal | +51% |
| Arcane | +36% |
| Physical | +47% |
| All | +30% |
Offense: Damage Penetration
| Physical | +8% |
| Temporal | +9% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 2 |
| Physical Save | 25 |
| Spell Save | 36 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 24%( 70%) |
| Light | + 25%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 359 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (352 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reaping |
| talent | Aura of Undeath |
| talent | Hiemal Shield |
| beneficial effect | You have 5 charges. Death Momentum |
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 | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 31% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| 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: +6% 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. |
| Tool | extending elven-wood wand of shielding [power 368] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 368 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 the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | pixie's stralite ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +2 Cun / +9 Mag Changes damage: +14% light Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+7 eff.) Changes damage: +5% all Spellpower: +9 (+2 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
| Around neck | starlit steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% light / +10% darkness Blindness immunity: +23% Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
| In main hand | potent dragonbone bonestaff of wizardry (34-41 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +5 Wil Changes damage: +34% darkness Talent granted: +1 Command Staff Maximum mana: +38.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | ancient elven-silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +15% all Changes resistances penetration: +9% temporal / +8% physical Changes damage: +21% temporal / +17% physical Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | alchemist's lamp of clarityInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+4 eff.) Light radius: +4 See stealth: +10 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | balancing drakeskin leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +4 Dex / +5 Cun / +5 Con Mental save: +12 (+6 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +11% A belt that goes around your waist. |
Inventory
Newly picked upacidic voratun battleaxe of evisceration (59-88 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 * Wound the target dealing 114 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +16 (+8 eff.) Massive two-handed battleaxes. |
Newly picked upelemental voratun longsword of rage (41-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 acid damage (1/turn) When wielded/worn: Accuracy: +23 (+17 eff.) Changes stats: +6 Str Changes resistances penetration: +21% acid Changes damage: +12% acid / +12% physical Sharp, long, and deadly. |
Newly picked upsearing dwarven-steel mail armour of command (10 def, 15 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: +15 Defense: +10 (+10 eff.) Fatigue: +12% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 10 acid / 11 fire Changes stats: +3 Cun Changes resistances: +18% acid / +15% fire Mental save: +16 (+8 eff.) A suit of armour made of mail. |
Newly picked updwarven-steel plate armour of Eyal (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Life regen: +5.00 Maximum life: +56.00 Healing mod.: +16% A suit of armour made of metal plates. |
99 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. |
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 =) the Whitehoof Necromancer level 22
76th Pyre 122nd year of Ascendancy at 03:58 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By =) the Whitehoof Necromancer level 39
79th Pyre 122nd year of Ascendancy at 07:18 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By =) the Whitehoof Necromancer level 10
74th Pyre 122nd year of Ascendancy at 23:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By =) the Whitehoof Necromancer level 20
76th Pyre 122nd year of Ascendancy at 00:30 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By =) the Whitehoof Necromancer level 30
77th Pyre 122nd year of Ascendancy at 08:26 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By =) the Whitehoof Necromancer level 40
79th Pyre 122nd year of Ascendancy at 12:30 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By =) the Whitehoof Necromancer level 46
1st Mirth 122nd year of Ascendancy at 11:25 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By =) the Whitehoof Necromancer level 38
79th Pyre 122nd year of Ascendancy at 04:18 see stats
Log
Skeleton master archer receives 62 healing from Ghast's purging blight area effect.
Talent Call of the Mausoleum is ready to use.
=) receives 83 healing from Ghast's purging blight area effect.
Dreadmaster receives 31 healing from Ghast's purging blight area effect.
Skeleton master archer receives 31 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 65 healing from Ghast's purging blight area effect.
Lord of Skulls (mage) receives 36 healing from Ghast's purging blight area effect.
Lord of Skulls (mage) receives 18 healing from Ghast's purging blight area effect.
Skeleton master archer receives 15 healing from Ghast's purging blight area effect.
Lord of Skulls (mage) receives 73 healing from Ghast's purging blight area effect.
Dreadmaster receives 62 healing from Ghast's purging blight area effect.
Skeleton master archer receives 62 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 62 healing from Ghast's purging blight area effect.
Lord of Skulls (mage) receives 73 healing from Ghast's purging blight area effect.
=) receives 83 healing from Ghast's purging blight area effect.
Skeleton master archer receives 62 healing from Ghast's purging blight area effect.
Talent Dread is ready to use.
Talent Rune: Shielding is ready to use.
Resting starts...
Talent Surge of Undeath is ready to use.
Talent Lifeless Rush is ready to use.
Your summoned ghoul disappears.
Your hiemal shield regenerates to full!
Talent Essence Drain is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).










































































