








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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! Embers of Rage 1.5.0Official 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:
|
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 37 / 76% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 65 (base 31) |
| Dexterity | 65 (base 50) |
| Constitution | 73 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 22) |
| Cunning | 62 (base 50) |
Resources
| Life | 1172/1172 |
| Stamina | 272/272 |
| Healing Factor | 1.3888888888889 |
| Regeneration | 5.5448249722345 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
Offense: Barehand
| Damage | 113 |
| Accuracy | 53 |
| Crit Chance | 25% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +17% |
| Darkness | +6% |
| Mind | +15% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +10% |
| Mind | +20% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 33.381474180285 (84.761904761905%) |
| Defense | 25 |
| Ranged Defense | 27 |
| Fatigue | 14 |
| Physical Save | 43 |
| Spell Save | 46 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Nature | + 10%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 41%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 29%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
Inscriptions (3/3)
| 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 14 for 12 turns. While Heroism is active, you will only die when reaching -566 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. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Pugilism | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.90 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 46% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 | Dourclamor (5 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Cun / +3 Dex Changes resistances: +9% darkness Changes damage: +6% darkness Spellpower: +4 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On hands | naturalist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 nature Changes stats: +4 Str / +3 Wil / +3 Con Changes resistances: +6% nature Changes damage: +5% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +26% When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). Burst (radius 2) on crit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | miner's voratun helm of the depths (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes resistances: +17% cold Allows you to breathe in: water Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | stralite torque of thermal psionic shield [power 83] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 83 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savage's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 29% chance to blind Damage (Melee): 36 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 36 light Changes stats: +4 Con Spell save: +16 (+5 eff.) Maximum stamina: +26.00 Rings can have magical properties. |
| On fingers | gladiator's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +23% acid / +26% fire / +25% lightning / +22% cold Rings can have magical properties. |
| Around neck | wanderer's voratun amulet of perfection (0.40 Technique / Unarmed training,0.40 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +5 Cun / +5 Con Talent masteries: +0.40 Technique / Combat training +0.40 Technique / Unarmed training Life regen: +0.60 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
| Main armor | spiked steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical A suit of armour made of mail. |
| 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. |
| Cloak | elven-silk cloak 'Shockworth' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Defense: +3 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +10% lightning / +20% arcane / +20% mind Changes damage: +17% arcane / +15% mind Critical mult.: +35.00% Maximum mana: +117.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | monstrous hardened leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str / +5 Con Physical save: +20 (+6 eff.) Mindpower: +8 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% fire / +14% cold Amulets can have magical properties. |
rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings can have magical properties. |
rogue's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Defense: +4 (+2 eff.) Changes stats: +2 Cun Spellpower: +6 (+3 eff.) Mindpower: +8 (+4 eff.) Rings can have magical properties. |
clarifying cashmere wizard hat of the sentry (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Mental save: +7 (+4 eff.) Infravision radius: +5 See stealth: +10 See invisible: +10 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 21%, and attempts to push all creatures other than yourself out of its radius, inflicting 4.13 light damage and 4.37 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
60 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. |
supercharged iron torque of clear mind [power 1] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin [power 56] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood wand of conjuration [power 577] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 288 to 577, putting all charms on cooldown for 13 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
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By das the Halfling Brawler level 17
75th Pyre 122nd year of Ascendancy at 22:38 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By das the Halfling Brawler level 32
79th Pyre 122nd year of Ascendancy at 00:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By das the Halfling Brawler level 10
75th Pyre 122nd year of Ascendancy at 03:08 see stats
Level 20 (Roguelike)
Got a character to level 20.By das the Halfling Brawler level 20
76th Pyre 122nd year of Ascendancy at 08:35 see stats
Level 30 (Roguelike)
Got a character to level 30.By das the Halfling Brawler level 30
78th Pyre 122nd year of Ascendancy at 15:36 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By das the Halfling Brawler level 37
1st Mirth 122nd year of Ascendancy at 07:19 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By das the Halfling Brawler level 27
77th Pyre 122nd year of Ascendancy at 19:20 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By das the Halfling Brawler level 31
79th Pyre 122nd year of Ascendancy at 00:05 see stats
Log
New Achievement: Master of Arena (Roguelike)!
das performs a melee critical strike against Rej Arkatis!
das hits Rej Arkatis for 135 physical damage.
das killed Rej Arkatis!
Talent Open Palm Block is ready to use.
Deep Wound from Rej Arkatis hits das for (3 resist armour), 0 physical (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Deep Wound from Rej Arkatis hits das for (3 resist armour), 0 physical (0 total damage).
Talent Double Strike is ready to use.
Deep Wound from Rej Arkatis hits das for (3 resist armour), 0 physical (0 total damage).
Das's deep wound closes.
Talent Set Up is ready to use.
Talent Flurry of Fists is ready to use.
Talent Uppercut is ready to use.
Talent Axe Kick is ready to use.
Talent Exploit Weakness is ready to use.
You don't see how to get there...
You don't see how to get there...
Talent Luck of the Little Folk is ready to use.
Das deactivates Striking Stance.






































































