









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Berserker |
| Level / Exp | 41 / 1% |
| Size | big |
| Lifes / Deaths | Killed by Urthibar at level 41 on the 1st Mirth 122nd year of Ascendancy at 07:56 7 / 1 |
Primary Stats
| Strength | 136 (base 60) |
| Dexterity | 31 (base 11) |
| Constitution | 64 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 46 (base 41) |
Resources
| Life | -268/1500 |
| Stamina | 174/244 |
| Healing Factor | 1.5093965053825 |
| Regeneration | 13.805170563814 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 244 |
| Accuracy | 38 |
| Crit Chance | 37% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +5% |
| Darkness | +13% |
Defense: Base
| Armour (hardiness) | 69.084537089062 (100%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 37 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 38%( 73%) |
| Light | + 33%( 73%) |
| Fire | + 35%( 73%) |
| Nature | + 24%( 73%) |
| Physical | + 23%( 73%) |
| Cold | + 22%( 73%) |
| All | + 17%( 73%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
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: 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: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.90 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Combat techniques | 1.70 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | 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: +2% Stamina each turn: +0.30 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. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +6 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 | leafwalker's voratun helm of strength (+6) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str Changes resistances: +9% nature Spell save: +7 (+3 eff.) Maximum life: +62.00 Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | evasive dragonbone wand of lightning storm [power 446] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 89 lightning damage and will be dazed for 1 turn (446 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's gold ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +5 Dex Changes resistances: +26% darkness Changes damage: +13% darkness Rings make your fingers look great! |
| Around waist | noble's drakeskin leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +5 Cun / +5 Wil Damage against: +27% Summoned Reduced damage from: +36% Summoned Maximum encumbrance: +38 A belt that goes around your waist. |
| In main hand | arcing voratun greatsword of vileness (62-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 6 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +14 blight Massive two-handed swords. |
| On hands | polar dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable voratun plate armour of stability (0 def, 31 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Fatigue: +22% Changes resistances: +8% physical Physical save: +13 (+4 eff.) A suit of armour made of metal plates. |
| Cloak | marshal's elven-silk cloak of fog (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+6 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +19% light / +22% fire Stealth bonus: +12 Physical save: +14 (+4 eff.) Maximum life: +79.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Technique / Bloodthirst)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Changes resistances cap: +3% all Talent masteries: +0.40 Technique / Combat techniques +0.40 Technique / Bloodthirst Physical save: +22 (+6 eff.) Amulets make your neck look great! |
Inventory
movement infusion (speed 710%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 710% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 445%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Magic 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 nature talent. |
starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! |
Newly picked uptruestriking voratun battleaxe (60-89 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+11 eff.) Armour penetration: +13 Changes resistances penetration: +16% physical Massive two-handed battleaxes. |
Newly picked upstralite longsword of ruin (33-46 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +11 Physical crit. chance: +13.0% Critical mult.: +26.00% Sharp, long, and deadly. |
enhanced orichalcum trident of massacre (74-118 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 73.5 - 117.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +13 Dex / +14 Mag / +9 Wil / +10 Cun / +13 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked upIron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Newly picked updwarven-steel plate armour of thunder (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 (+4 eff.) Armour: +11 Fatigue: +22% Changes stats: +8 Str / +5 Mag / +6 Wil Changes resistances: +16% lightning Spellpower: +19 (+14 eff.) Spell crit. chance: +7% Mindpower: +16 (+8 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
impenetrable steel plate armour of clarity (0 def, 16 armour)Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +6% mind Mental save: +13 (+7 eff.) A suit of armour made of metal plates. |
Newly picked upimpervious stralite shield (0 def, 15 armour, 229.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Fatigue: +8% Changes stats: +5 Con Talent granted: +1 Block Physical save: +7 (+2 eff.) Handheld deflection devices. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+6 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 72 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
cleansing elven-wood wand of lightning storm [power 368] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 73 lightning damage and will be dazed for 1 turn (368 total damage) Activation puts all charms on cooldown for 15 turns. When used: * 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. |
focusing elven-wood wand of shielding [power 320] (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 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By Katrameneri the Skeleton Berserker level 20
76th Pyre 122nd year of Ascendancy at 02:00 see stats
Arena Battler 50 (Nightmare (Adventure) difficulty)
Got to wave 50 in the arena.By Katrameneri the Skeleton Berserker level 36
79th Pyre 122nd year of Ascendancy at 02:28 see stats
Grand Master (Nightmare (Adventure) difficulty)
Earned the rank of Grand Master in the arena.By Katrameneri the Skeleton Berserker level 32
78th Pyre 122nd year of Ascendancy at 07:27 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Katrameneri the Skeleton Berserker level 10
74th Pyre 122nd year of Ascendancy at 23:28 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Katrameneri the Skeleton Berserker level 20
75th Pyre 122nd year of Ascendancy at 23:46 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Katrameneri the Skeleton Berserker level 30
77th Pyre 122nd year of Ascendancy at 17:53 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Katrameneri the Skeleton Berserker level 40
79th Pyre 122nd year of Ascendancy at 23:00 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Katrameneri the Skeleton Berserker level 26
77th Pyre 122nd year of Ascendancy at 05:08 see stats
XXX the Destroyer (Nightmare (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By Katrameneri the Skeleton Berserker level 22
76th Pyre 122nd year of Ascendancy at 13:30 see stats
Log
Katrameneri counters the attack!
Urthibar hits Katrameneri for 179 physical, 105 physical, 16 cold, 14 fire, 18 acid, 17 lightning, 23 acid, 15 physical, 21 fire, 5 lightning, 7 cold, 22 light, 32 darkness, 35 light, 32 darkness, 23 acid, 15 physical, 21 fire, 5 lightning, 7 cold (612 total damage).
Urthibar can't use this talent while holding a weapon or shield.
Urthibar can't use this talent while holding a weapon or shield.
Urthibar can't use this talent while holding a weapon or shield.
Urthibar is dazed!
Melee retaliation hits Katrameneri for 13 acid, 10 fire (23 total damage).
Katrameneri hits Urthibar for (69 flat reduction), 123 physical, (11 flat reduction), 0 blight, (6 flat reduction), 0 cold (123 total damage).
Urthibar can't use this talent while holding a weapon or shield.
Urthibar is not dazed anymore.
Urthibar has recovered!
Katrameneri misses Urthibar.
Katrameneri counters the attack!
Urthibar hits Katrameneri for 161 physical, 35 light, 32 darkness, 23 acid, 15 physical, 21 fire, 5 lightning, 7 cold (299 total damage).
Urthibar can't use this talent while holding a weapon or shield.
Urthibar can't use this talent while holding a weapon or shield.
Talent Death Dance is ready to use.
Katrameneri uses Death Dance.
Katrameneri misses Urthibar.
Katrameneri shrugs off the effect 'Frozen'!
Katrameneri counters the attack!
Urthibar hits Katrameneri for 166 physical, 61 physical, 16 cold, 14 fire, 18 acid, 17 lightning, 23 acid, 15 physical, 21 fire, 5 lightning, 7 cold, 35 light, 32 darkness, 23 acid, 15 physical, 21 fire, 5 lightning, 7 cold (501 total damage).
Urthibar uses Death Dance.
Urthibar hits Katrameneri for 123 physical, 35 light, 32 darkness, 23 acid (213 total damage).
Katrameneri the level 41 skeleton berserker was melted to death by Urthibar on level 61 of The Arena.
Katrameneri's rage subsides!
Katrameneri no longer revels in blood quite so much.



































































