










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 | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 19 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 19 on the 18th Voratun 122nd year of Ascendancy at 18:49 / 1 |
Primary Stats
| Strength | 53 (base 47) |
| Dexterity | 9 (base 11) |
| Constitution | 43 (base 38) |
| Magic | 13 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -99/668 |
| Stamina | 88/186 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 4.546930325927 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 20 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.723073231957 (96.438666929426%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 27 |
| Physical Save | 26 |
| Spell Save | 23 |
| Mental Save | 11 |
Defense: Resistances
| Physical | + 13%( 70%) |
| Lightning | + 22%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
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 200 life over 5 turns. Its effects scale with your Cunning 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: 12 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
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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. |
| On head | iron helm of constitution (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | piercing yew totem of healing [power 242] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | rogue's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+10 eff.) Changes stats: +5 Cun Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
| Around neck | warrior's gold amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% physical Stamina each turn: +0.40 Amulets make your neck look great! |
| In main hand | dwarven-steel greatsword of erosion (37-59 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature Massive two-handed swords. |
| Cloak | linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron plate armour of lightning resistance (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +16% lightning A suit of armour made of metal plates. |
Inventory
gold amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Amulets make your neck look great! |
hateful steel greatmaul of phasing (26-39 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Damage (Melee): +10 darkness Damage against: +7% Living Massive two-handed mauls. |
miner's pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Infravision radius: +2 A pair of boots made of leather. |
linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Mana each turn: +0.10 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
cleansing dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +10% nature / +10% blight A suit of armour made of metal plates. |
194 alchemist agate0.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
soothing elven-wood wand of clairvoyance [power 12] (9/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 12, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 66. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all 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 Kindermoerder the Dwarf Berserker level 17
17th Voratun 122nd year of Ascendancy at 23:13 see stats
Level 10 (Roguelike)
Got a character to level 10.By Kindermoerder the Dwarf Berserker level 10
17th Voratun 122nd year of Ascendancy at 01:58 see stats
Log
Orc corruptor's Soul Rot hits Kindermoerder for 131 blight damage.
Kindermoerder feels pain again.
Kindermoerder is no longer cursed.
Kindermoerder misses Something.
Something hits Kindermoerder for 18 physical, 8 fire (27 total damage).
Kindermoerder misses Something.
Orc corruptor casts Blood Spray.
Kindermoerder is afflicted by a decrepitude disease!
Orc corruptor hits Kindermoerder for 150 blight damage.
Kindermoerder has finished recovering.
Berserker Rage's rage awakens!
Decrepitude Disease from Orc corruptor hits Kindermoerder for 29 blight damage.
Kindermoerder hits Orc corruptor for (74 to bones), 0 physical, 11 nature (11 total damage).
Orc corruptor casts Blood Grasp.
Orc corruptor's Blood Grasp hits Kindermoerder for 167 blight damage.
Orc corruptor receives 35 healing from Orc corruptor's Blood Grasp.
Decrepitude Disease from Orc corruptor hits Kindermoerder for 29 blight damage.
Infusion: Wild is still on cooldown for 7 turns.
Kindermoerder uses Infusion: Regeneration.
Kindermoerder starts regenerating health quickly.
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Orc corruptor roars triumphantly.
Orc corruptor's Soul Rot hits Kindermoerder for 427 blight damage.
Kindermoerder the level 19 dwarf berserker was debilitated by noxious blight before falling to death by an orc corruptor on level 27 of The Arena.
Kindermoerder's rage subsides!































































