









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Cornac |
Class | Doombringer |
Level / Exp | 42 / 90% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 142.24 (base 60) |
Dexterity | 25 (base 10) |
Constitution | 79.24 (base 57) |
Magic | 60.24 (base 47) |
Willpower | 10 (base 10) |
Cunning | 20 (base 11) |
Resources
Life | 896/1467 |
Stamina | 238/247 |
Vim | 82/147 |
Healing Factor | 1.5567067886375 |
Regeneration | 15.32757237953 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -39% |
Spell | 0% |
Global | +118.72307323196% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 305 |
Accuracy | 48 |
Crit Chance | 117% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Defense: Base
Armour (hardiness) | 75.091400415676 (100%) |
Defense | 21 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 49 |
Spell Save | 8 |
Mental Save | 10 |
Defense: Resistances
Lightning | + 21%( 70%) |
Acid | + 29%( 70%) |
Light | + 24%( 70%) |
Darkness | + 43%( 70%) |
Cold | + 29%( 70%) |
Physical | + 22%( 70%) |
Fire | + 37%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 52% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
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: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -699 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 477% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 425 damage for 4 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 11 turns. While Heroism is active, you will only die when reaching -709 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Corruption / Fearfire | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Horrifying Blows |
talent | Abyssal Shield |
talent | Flame of Urh'Rok |
detrimental effect | The target is on fire, taking 43.33 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Increases your three highest stats by 13 and keeps you from dying even if your life drops to -643. Heroism |
detrimental effect | The target is disabled, reducing movement speed by 39% and accuracy by 34. Disable |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Next 4 melee attacks are certain to critically strike, and this unit has 35% more critical power. Voracious Blade |
beneficial effect | The target assumes the form of a powerful demon. Destroyer |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 204% Raging 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: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Ranged Defense: +7 (+4 eff.) Fatigue: +3% Changes resistances: +8% acid / +8% fire / +7% lightning / +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str Changes resistances: +10% light / +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+7 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Life regen: +0.70 Maximum life: +50.00 Healing mod.: +14% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Str Changes resistances: +8% physical Stamina each turn: +0.50 Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Maximum life: +54.00 A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +4 Str / +4 Dex / +3 Con Talent mastery: +0.40 Technique / Combat training Spell save: -23 (-23 eff.) Stamina each turn: +1.20 Mana each turn: -0.43 Maximum life: +87.00 Maximum stamina: +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +17 (+5 eff.) Life regen: +1.30 Maximum life: +63.00 Amulets can have magical properties. |
![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +3 Str / +2 Wil / +3 Cun Changes damage: +8% physical Stamina when hit: +0.72 Sharp, short and deadly. |
![]() Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +5 Dex Massive two-handed mauls. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +11% light / +11% darkness A suit of armour made of metal plates. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 15, power 74 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 15 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Mediocritybringer the Cornac Doombringer level 20
76th Pyre 122nd year of Ascendancy at 03:20 see stats
By Mediocritybringer the Cornac Doombringer level 37
79th Pyre 122nd year of Ascendancy at 06:21 see stats
By Mediocritybringer the Cornac Doombringer level 42
1st Mirth 122nd year of Ascendancy at 08:47 see stats
By Mediocritybringer the Cornac Doombringer level 10
75th Pyre 122nd year of Ascendancy at 01:48 see stats
By Mediocritybringer the Cornac Doombringer level 20
76th Pyre 122nd year of Ascendancy at 01:18 see stats
By Mediocritybringer the Cornac Doombringer level 30
77th Pyre 122nd year of Ascendancy at 15:30 see stats
By Mediocritybringer the Cornac Doombringer level 40
79th Pyre 122nd year of Ascendancy at 20:48 see stats
By Mediocritybringer the Cornac Doombringer level 42
1st Mirth 122nd year of Ascendancy at 11:31 see stats
By Mediocritybringer the Cornac Doombringer level 23
76th Pyre 122nd year of Ascendancy at 12:06 see stats
By Mediocritybringer the Cornac Doombringer level 31
78th Pyre 122nd year of Ascendancy at 01:53 see stats
Log
Mediocritybringer is no longer transformed.
Mediocritybringer deactivates Abyssal Shield.
Mediocritybringer is not disabled anymore.
Mediocritybringer stops burning.
Mediocritybringer's is no longer blazing.
Mediocritybringer deactivates Horrifying Blows.
Mediocritybringer's weapon stops glowing.
Mediocritybringer is moving less freely.
Mediocritybringer deactivates Flame of Urh'Rok.