
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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:
 | 
| Campaign | Arena | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Archer | 
| Level / Exp | 26 / 92% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 60 (base 33) | 
| Dexterity | 67 (base 43) | 
| Constitution | 33 (base 33) | 
| Magic | 13 (base 10) | 
| Willpower | 11 (base 10) | 
| Cunning | 16 (base 12) | 
Resources
| Life | 637/637 | 
| Stamina | 148/148 | 
| Healing Factor | 1.1699507389163 | 
| Regeneration | 7.0888126160099 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +12.5% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 12 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 18.815289237657 | 
| See Invisible | 28.815289237657 | 
Offense: Mainhand
| Damage | 97 | 
| Accuracy | 44 | 
| Crit Chance | 3% | 
| APR | 7 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 13 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 14 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +10% | 
| Darkness | +11% | 
| Fire | +12% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 15 (30%) | 
| Defense | 23 | 
| Ranged Defense | 23 | 
| Fatigue | 1 | 
| Physical Save | 26 | 
| Spell Save | 16 | 
| Mental Save | 9 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Nature | + 26%( 70%) | 
| Darkness | + 22%( 70%) | 
| Cold | + 13%( 70%) | 
| Lightning | + 14%( 70%) | 
| Fire | + 14%( 70%) | 
| All | + 7%( 70%) | 
Defense: Immunities
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 19% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Heat Beam Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use 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: 1.0Rune: Phase Door Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. | 
Class Talents
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat techniques | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
Generic Talents
| Undead / Skeleton | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.20 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Intuitive Shots | 
Quests
| Seeking wealth, glory, and a great fight, you challenge the Arena!The Arena Can you defeat your foes and become Master of Arena? | completed | 
Equipment
| On feet |  The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." | 
| Quiver |  psychokinetic quiver of ash arrows of erosion (23/23, 22.5-31.5 power, 7 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 23 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +9 temporal / +12 nature / +36 physical Arrows are used with bows to pierce your foes to death. | 
| Light source |  brass lantern 2.00 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. | 
| On head |  linen wizard hat of darkness (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% darkness Changes damage: +11% darkness A pointy cloth hat, very wizardly... | 
| Tool |  dwarven-steel torque of psychoportation [power 34]  (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  warrior's gold ring of nature (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. | 
| On fingers |  mule's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +25 Rings can have magical properties. | 
| Around waist |  hardened leather belt of dampening Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% acid / +7% fire / +7% lightning / +6% cold A belt that goes around your waist. | 
| In main hand |  yew longbow of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 fire When wielded/worn: Changes damage: +12% fire Longbows are used to shoot arrows at your foes. | 
| Main armor |  spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. | 
| Cloak |  spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +1 Wil Spell save: +8 (+6 eff.) Maximum mana: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  restful gold amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Blindness immunity: +19% Life regen: +1.50 Infravision radius: +4 Sight radius: +2 See invisible: +10 Amulets can have magical properties. | 
Inventory
|  healing infusion of the warrior (heal 173) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 173 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  wild infusion (resist 21%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  heat beam rune of the wizard (147 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 4 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 147.17 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  clarifying steel amulet of magic (+3) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +14% mind Confusion immunity: +26% Amulets can have magical properties. | 
|  gold amulet of teleportation Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. | 
|  restful gold amulet of teleportation Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Teleport immunity: +50% Life regen: +1.70 It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. | 
|  savior's gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +17 (+8 eff.) Spell save: +13 (+8 eff.) Mental save: +11 (+11 eff.) Amulets can have magical properties. | 
|  steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
|  steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. | 
|  elm longbow of acid Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 acid When wielded/worn: Changes damage: +14% acid Longbows are used to shoot arrows at your foes. | 
|  grounding rough leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +5% lightning / +6% temporal Spell save: +6 (+5 eff.) Size category: +1 A belt that goes around your waist. | 
|  nightruned drakeskin leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -5% Changes resistances: +5% light / +7% darkness Maximum encumbrance: +20 A belt that goes around your waist. | 
|  spellwoven silk robe of the mind (+14%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +14% mind Changes damage: +14% mind Spell save: +19 (+11 eff.) Spellpower: +4 (+4 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven linen wizard hat of lightning (+15%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning Psi each turn: +0.11 Mindpower: +2 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... | 
|  297 alchemist agate 0.00 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. | 
|  opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  overpowered dwarven-steel torque of charged psionic shield [power 127]  (27 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 127 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. | 
|  forceful elm totem of cure ailments [power 1]  (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. | 
|  Burning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. | 
|  citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light 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
 Almost Master of Arena (Roguelike)
			Became the new master of the arena in 30-wave mode.
			Almost Master of Arena (Roguelike)
			Became the new master of the arena in 30-wave mode.By the retard the Skeleton Archer level 26
77th Pyre 122nd year of Ascendancy at 09:45 see stats
 Arena Battler 20 (Roguelike)
			Got to wave 20 in the arena.
			Arena Battler 20 (Roguelike)
			Got to wave 20 in the arena.By the retard the Skeleton Archer level 19
76th Pyre 122nd year of Ascendancy at 06:06 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By the retard the Skeleton Archer level 10
75th Pyre 122nd year of Ascendancy at 00:48 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By the retard the Skeleton Archer level 20
76th Pyre 122nd year of Ascendancy at 09:30 see stats
Log
The retard is no longer cursed.
You pickup 0.45 gold pieces.
Talent Bone Armour is ready to use.
You pickup 0.90 gold pieces.
Talent Pin Down is ready to use.
The shield around the retard crumbles.
You pickup 0.60 gold pieces.
The retard picks up (o.): 79 alchemist agate.
You pickup 2.00 gold pieces.
You pickup 0.60 gold pieces.
The retard picks up (o.): 69 alchemist agate.
Talent Rune: Shielding is ready to use.
Talent Trueshot is ready to use.
Resting starts...
Rested for 21 turns (stop reason: all resources and life at maximum).
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
The retard deactivates Intuitive Shots.














































