












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. 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 | Nightmare Roguelike |
Sex | Male |
Race | Higher |
Class | Adventurer |
Level / Exp | 50 / 163% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 13 (base 12) |
Dexterity | 16 (base 15) |
Constitution | 63 (base 60) |
Magic | 75 (base 60) |
Willpower | 65 (base 47) |
Cunning | 46 (base 38) |
Resources
Mana | 18/329 |
Negative | 3/162 |
Vim | 216/296 |
Life | 1129/1347 |
Positive | 3/187 |
Soul | 8/10 |
Healing Factor | 1.344619213451 |
Regeneration | 0.33615480336275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.621833599814% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 5 |
Infravision | 6 |
Offense: Mainhand
Damage | 32 |
Accuracy | 10 |
Crit Chance | 16% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +27% |
Lightning | +57% |
Light | +25% |
Temporal | +33% |
Darkness | +60% |
Arcane | +20% |
Fire | +66% |
All | +16% |
Offense: Damage Penetration
Physical | +12% |
All | 0% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 11 (44.574340358689%) |
Defense | 24 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 48 |
Mental Save | 36 |
Defense: Resistances
Lightning | + 43%( 70%) |
Light | + 40%( 70%) |
Cold | + 42%( 70%) |
Darkness | + 51%( 70%) |
Arcane | + 50%( 70%) |
Fire | + 70%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 45% |
Confusion Resistance | 40% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. |
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 340 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 20 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: Shatter AfflictionsUse 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 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 76 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. |
Class Talents
Spell / Glacial waste | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire alchemy | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Energy alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Fearfire | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Eclipse | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Spellblaze | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Flame Infusion |
talent | Hymn Nocturnalist |
talent | Thunderstorm |
talent | Raze |
talent | Corona |
talent | Hymn of Perseverance |
talent | Feather Wind |
talent | Living Lightning |
talent | Aether Permeation |
talent | Body of Fire |
beneficial effect | The target is using talents without consuming resources. Highborn's Bloom |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+37). Continuum Destabilization |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 10%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
detrimental effect | The target is purified by fire, losing 2.14% of their max health per turn. Cleansing flames |
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 | ![]() Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 116 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Quiver | ![]() 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. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +15% darkness Changes damage: +10% darkness Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 728 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 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 damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.35 Spellpower: +28 (+7 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +6 Fatigue: +5% Damage (Melee): 7 arcane Changes stats: +3 Mag / +7 Wil Changes resistances: +6% arcane Changes damage: +4% arcane Mental save: +8 (+4 eff.) Maximum life: +50.00 Spellpower: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +15% all Changes resistances penetration: +10% temporal / +12% physical Changes damage: +11% physical / +17% temporal / +16% all Spellpower: +14 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +4 Wil Mental save: +6 (+3 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 | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 10 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 22% * 5% chance to blind Changes resistances: +17% light / +18% darkness Changes damage: +9% light / +7% darkness Blindness immunity: +25% Amulets make your neck look great! |
Inventory
![]() chilling voratun battleaxe of rage (56-85 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: 56.5 - 84.8 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% Damage (Melee): +37 cold When wielded/worn: Accuracy: +12 (+8 eff.) Changes stats: +10 Str Changes damage: +20% physical Massive two-handed battleaxes. |
![]() Twilight's Edge (47-66 power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() Iron 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. |
![]() fortifying stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +5 Str / +6 Con Maximum life: +68.00 A suit of armour made of metal plates. |
![]() acidic voratun shield of crushing (0 def, 10 armour, 72-87 power, 203 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +203 On weapon hit: * 26% chance to reduce armor by 42% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+9 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 9 acid Damage when hit (Melee): 12 acid Talent granted: +1 Block Handheld deflection devices. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 Atyl the Higher Adventurer level 29
76th Pyre 122nd year of Ascendancy at 10:51 see stats
By Atyl the Higher Adventurer level 46
79th Pyre 122nd year of Ascendancy at 10:23 see stats
By Atyl the Higher Adventurer level 10
74th Pyre 122nd year of Ascendancy at 17:13 see stats
By Atyl the Higher Adventurer level 20
75th Pyre 122nd year of Ascendancy at 07:50 see stats
By Atyl the Higher Adventurer level 30
76th Pyre 122nd year of Ascendancy at 14:05 see stats
By Atyl the Higher Adventurer level 40
78th Pyre 122nd year of Ascendancy at 03:51 see stats
By Atyl the Higher Adventurer level 50
1st Mirth 122nd year of Ascendancy at 05:38 see stats
By Atyl the Higher Adventurer level 50
1st Mirth 122nd year of Ascendancy at 12:06 see stats
By Atyl the Higher Adventurer level 15
75th Pyre 122nd year of Ascendancy at 03:33 see stats
Log
Atyl's spell attains critical power!
Atyl's spell attains critical power!
Atyl steals life from Entropic maw!
Entropic maw hits Atyl for 5 healing, 4 healing, 5 healing, 5 healing (0 total damage) [19 healing].
Raze hits Entropic maw for 0 darkness, 0 darkness, 0 darkness, 0 darkness (0 total damage).
Rain of Fire hits Entropic maw for 50 physical, 60 fire (109 total damage).
Atyl's Living Lightning hits Entropic maw for 66 lightning damage.
Thunderstorm hits Entropic maw for 61 lightning damage.
Atyl's spell attains critical power!
Atyl steals life from Entropic maw!
Atyl receives 6 healing from Entropic maw.
Raze hits Entropic maw for 0 darkness damage.
Atyl's Body of Fire hits Entropic maw for 78 fire damage.
Atyl loses 29 health to the soulburn.
Atyl's dark aura fades.
Talent Born into Magic is ready to use.
Atyl deactivates Rain of Fire.
Abion's Reality Fracture hits Atyl for 25 temporal, 15 darkness (40 total damage).
Atyl loses 29 health to the soulburn.
Talent Lightning is ready to use.
Atyl deactivates Maw of Urh'rok.
Abion's Reality Fracture hits Atyl for 20 temporal, 18 darkness (38 total damage).
Atyl loses 29 health to the soulburn.
The furious lightning storm around Atyl calms down and disappears.
The raging fire around Atyl calms down and disappears.
A shield forms around Atyl.