









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Embers of Rage 1.6.0Official 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:
Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Kruk Yeti |
| Class | Brawler |
| Level / Exp | 41 / 35% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 64 (base 60) |
| Constitution | 50 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 55 (base 42) |
Resources
| Life | 1352/1352 |
| Stamina | 204/204 |
| Healing Factor | 1.3927272727273 |
| Regeneration | 17.060909090909 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
Offense: Barehand
| Damage | 121 |
| Accuracy | 50 |
| Crit Chance | 33% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -10% |
Defense: Base
| Armour (hardiness) | 17 (35.629139072848%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 14 |
| Physical Save | 39 |
| Spell Save | 24 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Fire | + 32%( 70%) |
| Cold | + 29%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Confusion Resistance | 23% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 225 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 129 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| talent | Trained Reactions |
| beneficial effect | Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.8 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 | scholar's pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+2 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | spellstreaming voratun gauntlets of strength (+4) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str Mana each turn: +0.21 Spellpower: +6 (+3 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Base power: 35.0 - 49.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 4). Damage (Melee): +12 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | dwarven-steel helm of might (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | overpowered elven-wood wand of shielding [power 462] (29 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 462 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 29 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savage's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +14 (+7 eff.) Life regen: +12.00 Maximum life: +67.00 Maximum stamina: +22.00 Healing mod.: +12% Rings can have magical properties. |
| On fingers | titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+4 eff.) Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
| Around neck | clarifying gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +21% mind Confusion immunity: +23% Amulets can have magical properties. |
| Main armor | searing reinforced leather armour of the wind (22 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +9 Physical crit. chance: +7.0% Armour: +7 Defense: +22 (+7 eff.) Fatigue: +8% Damage (Melee): 9 acid / 12 fire Damage when hit (Melee): 10 acid / 11 fire Changes resistances: +16% acid / +15% fire Stamina each turn: +0.70 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 136 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
| Cloak | murderer's cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +14 Defense: +2 (+0 eff.) Changes stats: +3 Cun / +2 Dex Critical mult.: +15.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | insulating drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +6 Cun / +9 Lck Changes resistances: +12% fire / +10% cold Trap disarming bonus: +22 Stealth bonus: +12 Infravision radius: +5 A belt that goes around your waist. |
Inventory
plaguebringer's dwarven-steel battleaxe of amnesia (34-51 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 12 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +16 blight When wielded/worn: Disease immunity: +28% Massive two-handed battleaxes. |
horrifying pulsing mindstar of venom (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 12 acid / 10 mind / 11 darkness Changes resistances: +12% acid Changes resistances penetration: +17% acid Changes damage: +10% acid / +8% mind / +6% darkness Life regen: +3.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of storms (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning / 3 mind / 8 darkness Changes stats: +3 Str / +4 Dex / +3 Mag / +2 Wil / +4 Cun / +3 Con Changes resistances: +8% lightning Changes resistances penetration: +9% lightning Changes damage: +10% lightning / +4% mind / +4% darkness Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
arcing orichalcum trident of massacre (66-105.6 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 66.0 - 105.6 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% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
sunsealed silk robe of power (7 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Changes stats: +6 Mag Changes resistances: +11% darkness / +12% light / +13% all Changes damage: +21% light / +12% all Maximum life: +50.00 Spellpower: +15 (+7 eff.) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable voratun plate armour of the deep (0 def, 39 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +39 Fatigue: +22% Changes resistances: +11% acid / +11% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Arkul's Siege Arrows (12/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
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 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Anedil the Kruk Yeti Brawler level 20
76th Pyre 122nd year of Ascendancy at 06:05 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Anedil the Kruk Yeti Brawler level 37
79th Pyre 122nd year of Ascendancy at 09:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Anedil the Kruk Yeti Brawler level 10
75th Pyre 122nd year of Ascendancy at 07:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Anedil the Kruk Yeti Brawler level 20
76th Pyre 122nd year of Ascendancy at 06:05 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Anedil the Kruk Yeti Brawler level 30
77th Pyre 122nd year of Ascendancy at 16:38 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Anedil the Kruk Yeti Brawler level 40
1st Mirth 122nd year of Ascendancy at 07:21 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Anedil the Kruk Yeti Brawler level 40
1st Mirth 122nd year of Ascendancy at 13:04 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Anedil the Kruk Yeti Brawler level 34
78th Pyre 122nd year of Ascendancy at 22:24 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Anedil the Kruk Yeti Brawler level 30
77th Pyre 122nd year of Ascendancy at 19:01 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Anedil the Kruk Yeti Brawler level 34
78th Pyre 122nd year of Ascendancy at 22:04 see stats
Log
Anedil deactivates Striking Stance.
Anedil deactivates Exploit Weakness.
Anedil deactivates Trained Reactions.














































































