











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 39 / 36% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 71 (base 59) |
Dexterity | 23 (base 18) |
Constitution | 42 (base 37) |
Magic | 50 (base 52) |
Willpower | 18 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | 1033/1487 |
Stamina | 107/194 |
Healing Factor | 1.373988003127 |
Regeneration | 31.276018379573 |
Speed
Mental | +37.916791310445% |
Attack | 0% |
Movement | +37.916791310445% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 186 |
Accuracy | 53 |
Crit Chance | 18% |
APR | 51 |
Speed | 0.73 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Darkness | +8% |
Light | +12% |
Cold | +3% |
Offense: Damage Penetration
Physical | +13% |
Defense: Base
Armour (hardiness) | 30.511077022655 (89.749889547741%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 15 |
Physical Save | 40 |
Spell Save | 22 |
Mental Save | 19 |
Defense: Resistances
Lightning | + 15%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 21%( 70%) |
Cold | + 15%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 20% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 21 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. |
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 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 259 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 309.21 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
beneficial effect | Increases stamina regeneration by 14, movement and attack speed by 28%. Relentless Fury |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 21.51, and stamina regeneration by 4.30. Bloodbath |
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 | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 16/20) : Effective talent level: 3.6 Power cost: 20 out of 16/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 2.00 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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +9 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +4 Dex / +5 Wil / +4 Cun Changes resistances: +7% physical Physical save: +10 (+4 eff.) A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 582 Base Damage: 304 Armor: 0 All Resist: 32 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+4 eff.) Confusion immunity: +20% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +26.00 Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +26 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +19 Changes resistances penetration: +13% physical Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 cold Changes stats: +3 Str Changes resistances: +5% cold Changes damage: +3% cold 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 | ![]() Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Life regen: +1.00 Maximum life: +29.00 Healing mod.: +14% A suit of armour made of metal plates. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +9 (+4 eff.) Fatigue: -3% Physical save: +8 (+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 | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Damage (Melee): 11 light / 8 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 11% * 11% chance to blind Changes damage: +8% physical / +12% light / +8% darkness Combat speed: +10% Amulets make your neck look great! |
Inventory
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% mind Talent masteries: +0.28 Cunning / Dirty fighting +0.28 Technique / Combat training Confusion immunity: +22% Amulets make your neck look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Wil Mental save: +9 (+5 eff.) Confusion immunity: +17% Mindpower: +9 (+5 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 9 light / 5 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 11% * 7% chance to blind Changes resistances: +7% physical Changes damage: +7% light / +5% darkness Stamina each turn: +0.40 Amulets make your neck look great! |
![]() Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +10 acid / +18 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% acid / +13% nature Sharp, short and deadly. |
![]() Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage against: +19% Unnatural When wielded/worn: Changes stats: +7 Wil Massive two-handed swords. |
![]() Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-30 eff.) Mindpower: +9 (+5 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +30% light Talent granted: +1 Command Staff Maximum mana: +46.00 Spellpower: +22 (+9 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stats: 50% Mag, 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% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +16 Physical crit. chance: +17.0% Changes stats: +7 Dex Critical mult.: +33.00% Combat speed: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +8 (+4 eff.) One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Changes stats: +4 Cun Changes resistances: +11% all Changes damage: +19% light / +20% darkness Physical save: +19 (+7 eff.) Spellpower: +7 (+3 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +13% light / +12% darkness A cap made of leather. |
![]() Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Defense: +16 (+8 eff.) Ranged Defense: +15 (+7 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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 create a shield absorbing up to 704 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 Bear the Dwarf Berserker level 19
18th Voratun 122nd year of Ascendancy at 02:01 see stats
By Bear the Dwarf Berserker level 34
21st Voratun 122nd year of Ascendancy at 02:03 see stats
By Bear the Dwarf Berserker level 10
17th Voratun 122nd year of Ascendancy at 00:26 see stats
By Bear the Dwarf Berserker level 20
18th Voratun 122nd year of Ascendancy at 05:53 see stats
By Bear the Dwarf Berserker level 30
20th Voratun 122nd year of Ascendancy at 03:20 see stats
By Bear the Dwarf Berserker level 39
22nd Voratun 122nd year of Ascendancy at 04:25 see stats
By Bear the Dwarf Berserker level 28
19th Voratun 122nd year of Ascendancy at 18:15 see stats
By Bear the Dwarf Berserker level 35
21st Voratun 122nd year of Ascendancy at 12:41 see stats
By Bear the Dwarf Berserker level 32
20th Voratun 122nd year of Ascendancy at 20:55 see stats
Log
Mælk casts Chain Lightning.
Bear uses Relentless Fury.
Mælk is free from the ice.
Mælk's spell attains critical power!
Thunderstorm hits Lashing Tentacle for (6 to ice), 9 lightning (9 total damage).
Thunderstorm hits Bear for 70 lightning damage.
Lashing Tentacle is free from the ice.
Lashing Tentacle hits Mælk for (95 absorbed), 0 physical (0 total damage).
Bear uses Death Dance.
Bear performs a melee critical strike against Mælk!
The shield around mælk crumbles.
Quest 'The Arena' completed! (Press 'j' to see the quest log)
Personal New Achievement: Master of Arena (Roguelike)!
Bear performs a melee critical strike against Lashing Tentacle!
Lashing Tentacle is dazed!
Lashing Tentacle starts to bleed.
Bear hits Mælk for (40 absorbed), 497 physical (497 total damage).
Bear hits Lashing Tentacle for 492 physical, 3 cold, 4 light, 3 darkness (503 total damage).
Bear killed Mælk!
Talent Rune: Blink is ready to use.
Lashing Tentacle is not dazed anymore.
Bleeding from Bear hits Lashing Tentacle for 65 physical damage.
Berserker Rage's rage subsides!
Bleeding from Bear hits Lashing Tentacle for 65 physical damage.
Bleeding from Bear killed Lashing Tentacle!
Bear no longer revels in blood quite so much.