










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Wyrmic |
| Level / Exp | 37 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton assassin at level 37 on the 79th Pyre 122nd year of Ascendancy at 16:39 / 1 |
Primary Stats
| Strength | 64 (base 54) |
| Dexterity | 34 (base 27) |
| Constitution | 18 (base 11) |
| Magic | 25 (base 19) |
| Willpower | 64 (base 52) |
| Cunning | 19 (base 14) |
Resources
| Life | -34/1382 |
| Equilibrium | 30 |
| Healing Factor | 0.85385773924762 |
| Regeneration | 47.788234632312 |
Speed
| Mental | +13.252538333968% |
| Attack | +13.252538333968% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +77.639751552795% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 57 |
| Crit Chance | 10% |
| APR | 37 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 7% |
| Speed | 0.88298241673941 |
Offense: Damage Bonus
| Acid | +30% |
| Blight | +30% |
| Physical | +47% |
| Cold | +30% |
| All | +11% |
| Lightning | +30% |
| Darkness | +30% |
| Fire | +30% |
| Nature | +53% |
Offense: Damage Penetration
| Cold | +19% |
| Lightning | +19% |
| Acid | +19% |
| Darkness | +19% |
| Blight | +19% |
| Physical | +44% |
| Fire | +19% |
| Nature | +19% |
Defense: Base
| Armour (hardiness) | 27.607641173457 (64.692942254812%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 36 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 10%( 70%) |
| Physical | + 8%( 70%) |
| Lightning | + 4%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Disarm Resistance | 14% |
| Stun Resistance | 10% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Its effects scale with your Constitution 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 42 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Cold drake aspect | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| talent | Meditation |
| detrimental effect | Reduces global action speed by 28%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | A flow of life spins around the target, regenerating 37.44 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 46.80 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | All damage increased by 11%. Charm: Damage |
| beneficial effect | The target is able to burrow into walls, and additionally has 21 more APR and 11% more physical resistance penetration. Burrow |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 | insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 | cleansing iron helm of strength (+4) (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | powerful ash totem of healing [power 188] (14/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's steel ring of life0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +47.00 HP.reg +8.00 Heal.mod +13% Rings can have magical properties. |
| On fingers | conjurer's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings can have magical properties. |
| Around waist | blurring rough leather belt of valiance1.0 T1 belt armor [Ego+] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +10 (+4 eff.) Mind.save +7 (+3 eff.) Stealth +7 Max.HP +44.00 A belt that goes around your waist. |
| In main hand | warbringer's orichalcum trident of rage (52.5-84 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Master Power 52.5 - 84.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +13 (+5 eff.) Dmg.mod +17% physical Res.pen +14% physical Acc +19 (+5 eff.) ----- def ----- Disarm- +14% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
| On hands | naturalist's iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% nature 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 | reinforced leather armour of acid resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +21% acid A suit of armour made of leather. |
| Cloak | elven-silk cloak of fog (10 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +10% light +22% fire Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +10% fire +10% cold Amulets can have magical properties. |
Inventory
shatter afflictions rune (absorb 90; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd 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 90 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ranger's dragonbone longbow of fire4.0 T5 longbow 2H weapon Reqs Dex 48 [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 fire While equipped: Stats +5 Dex dps ---------- Dmg.mod +26% fire Longbows are used to shoot arrows at your foes. |
stormbringer's orichalcum trident of enduring (51-81.6 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Nature Power 51.0 - 81.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +45 lightning +41 cold While equipped: Stats +12 Con +12 Wil dps ---------- Mov.spd +41% Res.pen +21% lightning +12% cold ----- def ----- Max.HP +111.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orichalcum trident (50.5-80.8 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Master Power 50.5 - 80.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +19 (+7 eff.) Res.pen +21% physical ----- def ----- Disarm- +35% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +7 Mag +6 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
iron shield (0 def, 2 armour, 7.5-9 power, 19 block)7.0 T1 shield armor [Normal] When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced voratun shield of earthen fury (0 def, 24 armour, 61.5-73.8 power, 265 block)7.0 T5 shield armor [Ego+] Nature/Master When used to Attack: Power 61.5 - 73.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +265 On Hit: * Deal physical damage equal to your armor (28) While equipped: ----- def ----- Armour +24 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
114 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
extending yew wand of conjuration [power 225] (14/15 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 125 fire damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By hume Man the Higher Wyrmic level 18
75th Pyre 122nd year of Ascendancy at 21:33 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By hume Man the Higher Wyrmic level 34
79th Pyre 122nd year of Ascendancy at 01:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By hume Man the Higher Wyrmic level 10
75th Pyre 122nd year of Ascendancy at 00:33 see stats
Level 20 (Roguelike)
Got a character to level 20.By hume Man the Higher Wyrmic level 20
76th Pyre 122nd year of Ascendancy at 07:08 see stats
Level 30 (Roguelike)
Got a character to level 30.By hume Man the Higher Wyrmic level 30
77th Pyre 122nd year of Ascendancy at 19:46 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By hume Man the Higher Wyrmic level 25
77th Pyre 122nd year of Ascendancy at 08:53 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By hume Man the Higher Wyrmic level 29
77th Pyre 122nd year of Ascendancy at 19:25 see stats
Log
Skeleton master archer shoots!
Skeleton assassin misses hume Man.
Skeleton assassin misses hume Man.
Skeleton master archer's Shoot performs a ranged critical strike against hume Man!
Skeleton master archer's Shoot hits hume Man for 134 physical, 44 physical (178 total damage).
Ghoul's purging blight area effect hits hume Man for 23 blight damage.
Skeleton master archer receives 38 healing from Ghoul's purging blight area effect.
Skeleton assassin receives 38 healing from Ghoul's purging blight area effect.
Talent Swallow is ready to use.
Deep Wound from Skeleton assassin hits hume Man for 43 physical damage.
Hume Man uses Nature's Balance.
Skeleton master archer shoots!
Skeleton assassin uses Flurry.
Skeleton assassin misses hume Man.
Skeleton assassin performs a melee critical strike against hume Man!
Skeleton assassin misses hume Man.
Skeleton assassin misses hume Man.
Melee retaliation hits Skeleton assassin for 15 cold, 15 cold, 15 cold (46 total damage).
Skeleton master archer receives 38 healing from Ghoul's purging blight area effect.
Skeleton assassin receives 38 healing from Ghoul's purging blight area effect.
Skeleton assassin hits hume Man for 85 physical damage.
hume Man the level 37 higher wyrmic was torn limb from limb to death by a skeleton assassin on level 56 of The Arena.
Skeleton assassin killed hume Man!
Hume Man's deep wound closes.
Hume Man is no longer pinned.
Hume Man interrupts his meditation.
Hume Man deactivates Icy Skin.
Hume Man speeds up.
Hume Man stops regenerating health quickly.









































































