










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
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! 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! Better Item Description 1.7.4This 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 Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Berserker |
Level / Exp | 38 / 77% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 122 (base 60) |
Dexterity | 12 (base 11) |
Constitution | 66 (base 60) |
Magic | 11 (base 10) |
Willpower | 21 (base 10) |
Cunning | 41 (base 32) |
Resources
Life | 1356/1356 |
Stamina | 218/218 |
Healing Factor | 1.4888369623247 |
Regeneration | 13.617129848459 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 142 |
Accuracy | 40 |
Crit Chance | 45% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +4% |
All | 0% |
Offense: Damage Penetration
Acid | +28% |
Nature | +30% |
All | +7% |
Defense: Base
Armour (hardiness) | 55.723073231957 (96.438666929426%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 40 |
Mental Save | 23 |
Defense: Resistances
Acid | + 21%( 70%) |
Lightning | + 22%( 70%) |
Temporal | + 25%( 70%) |
Cold | + 29%( 70%) |
Arcane | + 24%( 70%) |
Fire | + 27%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Pinning Resistance | 44% |
Instadeath Resistance | 100% |
Knockback Resistance | 47% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -461 life. The duration and life will increase by 1% for every 1% life you have lost (currently 461 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. |
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. |
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 97 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Superiority | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +8 Fatigue +3% Resists +7% acid +6% fire +8% lightning +8% cold Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+2 eff.) Heal.mod +13% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +8% cold ---------- misc Stam/ret +1.40 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 wand charm [Ego+] Arcane Fire a magical bolt dealing 290 lightning damage Puts all charms on 15 cooldown 100% to heal for 66. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +28.00 Disarm- +22% Pinning- +20% Knockbk- +25% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +24% Summoned ----- def ----- D.Red.from +15% Summoned Max.HP +36.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Ego++] Nature/Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +33 acid +23 nature While equipped: dps ---------- Phys.crit +12.0% Crit.mult +20.00% Res.pen +21% acid +23% nature Apr +19 Massive two-handed battleaxes. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Unarmed combat: Power 102% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +16 Fatigue +22% Resists +10% arcane Spell.save +22 (+8 eff.) Max.HP +60.00 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.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 | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% temporal Pinning- +24% Knockbk- +22% Amulets make your neck look great! |
Inventory
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +12 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 trident 2H weapon [Ego+] Arcane Power 163% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +28% acid Res.pen +33% acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +9% acid +8% cold +13% nature +12% blight ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +18 Fatigue +22% Resists +9% acid +12% cold Mind.save +20 (+10 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego] Arcane Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 54. 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 Bash the Orc Berserker level 19
76th Pyre 122nd year of Ascendancy at 03:55 see stats
By Bash the Orc Berserker level 34
79th Pyre 122nd year of Ascendancy at 17:20 see stats
By Bash the Orc Berserker level 10
75th Pyre 122nd year of Ascendancy at 02:15 see stats
By Bash the Orc Berserker level 20
76th Pyre 122nd year of Ascendancy at 09:49 see stats
By Bash the Orc Berserker level 30
78th Pyre 122nd year of Ascendancy at 12:31 see stats
By Bash the Orc Berserker level 38
1st Mirth 122nd year of Ascendancy at 23:24 see stats
By Bash the Orc Berserker level 30
78th Pyre 122nd year of Ascendancy at 17:38 see stats
By Bash the Orc Berserker level 33
79th Pyre 122nd year of Ascendancy at 17:05 see stats
Log
Bash hits Rej Arkatis for 829 physical, 4 physical, 29 acid, 14 nature (877 total damage).
Rej Arkatis casts Epidemic.
Bash resists Rej Arkatis's 'Epidemic'!
Rej Arkatis hits Bash for 1 physical, 3 blight, 2 darkness, 0 physical, 2 darkness (8 total damage).
Bash activates his soothing elven-wood wand of conjuration!
Rej Arkatis is not dazed anymore.
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Roguelike)!
Bash roars triumphantly.
Bash receives 96 healing.
Bash hits Rej Arkatis for 243 lightning damage.
Bash killed Rej Arkatis!
Bash is free from the illness.
Bash is no longer inspired.
Talent Stunning Blow is ready to use.
Talent Shattering Blow is ready to use.
Talent Execution is ready to use.
Saving game...
Saving done.
Talent Warshout is ready to use.
Bash no longer revels in blood quite so much.
Talent Orcish Fury is ready to use.
Today is the 2nd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.