








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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 Adventure |
Sex | Male |
Race | Whitehoof |
Class | Doombringer |
Level / Exp | 42 / 35% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 25 (base 26) |
Constitution | 32 (base 23) |
Magic | 84 (base 60) |
Willpower | 9 (base 10) |
Cunning | 20 (base 13) |
Resources
Life | 1541/1541 |
Stamina | 190/190 |
Vim | 182/182 |
Healing Factor | 1.2924420161895 |
Regeneration | 0.32311050404737 |
Speed
Mental | -9.9999999999999% |
Attack | 0% |
Movement | +100% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 21.388114253578 |
Offense: Mainhand
Damage | 218 |
Accuracy | 30 |
Crit Chance | 34% |
APR | 19 |
Speed | 1.11 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Nature | +26% |
Arcane | +20% |
Fire | +35% |
All | +15% |
Offense: Damage Penetration
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 43.723073231957 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 3 |
Physical Save | 32 |
Spell Save | 34 |
Mental Save | 25 |
Defense: Resistances
Lightning | + 26%( 70%) |
Nature | + 36%( 70%) |
Temporal | + 26%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 67%( 70%) |
Cold | + 21%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
Bleed Resistance | 100% |
Silence Resistance | 50% |
Stun Resistance | 40% |
Pinning Resistance | 21% |
Poison Resistance | 100% |
Knockback Resistance | 63% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 64 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. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. |
Class Talents
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Wrath | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Precise Strikes |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Eternal Suffering |
talent | Abyssal 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 | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +43.00 Heal.mod +12% ---------- misc Light +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 | ![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +10% lightning +10% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Psionic Power 62.0 - 99.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 26 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Disease- +32% Massive two-handed swords. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 darkness Dmg.mod +6% darkness +5% arcane ----- def ----- Armour +2 Resists +5% darkness 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. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% fire +13% cold Amulets make your neck look great! |
Inventory
![]() 0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +8 Cun dps ---------- Melee+ 19 physical Ranged+ 24 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 9 On Hit (Ranged): * 15% chance to reduce all saves and defense by 9 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Master Power 42.5 - 63.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Res.pen +17% all Acc +24 (+11 eff.) Apr +16 Massive two-handed battleaxes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+18 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +15% Crit.mult +14.00% Phys.pwr +9 (+2 eff.) Spell.pwr +20 (+6 eff.) S.pwr/crit +6 Dmg.mod +25% light Res.pen +15% mind Acc +9 (+4 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 9 ----- def ----- Resists +9% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% physical ----- def ----- Armour +14 Hardiness +6% Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Wards +2 physical Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) Dmg.mod +30% temporal ----- def ----- Phys.save +13 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+6 eff.) ---------- misc Talents +1 Command Staff On Spell Hit: 10% Moonlight Ray 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +5 Str +6 Con ----- def ----- Armour +16 Fatigue +22% Resists +30% fire Max.HP +70.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Phys.crit +7.0% Spell.crit +6% Mind.crit +6% Phys.pwr +14 (+3 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +14 (+10 eff.) ----- def ----- Armour +9 Fatigue +22% Resists +13% lightning A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+6 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 2.0 T5 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 16, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 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 Pump the Whitehoof Doombringer level 21
76th Pyre 122nd year of Ascendancy at 02:21 see stats
By Pump the Whitehoof Doombringer level 36
79th Pyre 122nd year of Ascendancy at 02:35 see stats
By Pump the Whitehoof Doombringer level 39
79th Pyre 122nd year of Ascendancy at 12:59 see stats
By Pump the Whitehoof Doombringer level 10
74th Pyre 122nd year of Ascendancy at 22:10 see stats
By Pump the Whitehoof Doombringer level 20
75th Pyre 122nd year of Ascendancy at 23:18 see stats
By Pump the Whitehoof Doombringer level 30
77th Pyre 122nd year of Ascendancy at 14:45 see stats
By Pump the Whitehoof Doombringer level 40
79th Pyre 122nd year of Ascendancy at 18:21 see stats
By Pump the Whitehoof Doombringer level 41
1st Mirth 122nd year of Ascendancy at 05:58 see stats
By Pump the Whitehoof Doombringer level 30
77th Pyre 122nd year of Ascendancy at 17:16 see stats
By Pump the Whitehoof Doombringer level 30
77th Pyre 122nd year of Ascendancy at 20:08 see stats
Log
Pump killed Rej Arkatis!
Talent Draining Assault is ready to use.
Talent Incinerating Blows is ready to use.
Talent Voracious Blade is ready to use.
Talent Obliterating Smash is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
The shield around Pump crumbles.
Talent Burning Sacrifice is ready to use.
Pump's is no longer blazing.
Talent Surge of Power is ready to use.
Talent Abduction is ready to use.
There is an item here: stralite ring of misery
Pump picks up (a.): stralite ring of misery.
Talent Fiery Grasp is ready to use.
Talent Rune: Shielding is ready to use.
Talent Destroyer is ready to use.
There is an item here: steel plate armour of thunder (0 def, 9 armour)
Pump picks up (i.): steel plate armour of thunder (0 def, 9 armour).
Talent Lifeless Rush is ready to use.