










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 Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 46 / 92% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 69 (base 31) |
| Dexterity | 61 (base 60) |
| Constitution | 67 (base 33) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 13) |
| Cunning | 63 (base 60) |
Resources
| Life | 1774/1774 |
| Stamina | 198/198 |
| Healing Factor | 1.4935014349578 |
| Regeneration | 42.038090798734 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Barehand
| Damage | 116 |
| Accuracy | 73 |
| Crit Chance | 42% |
| APR | 3 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 43 (69.687909656376%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 47 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 34%( 73%) |
| Darkness | + 37%( 73%) |
| Cold | + 66%( 73%) |
| Mind | + 40%( 73%) |
| Lightning | + 33%( 73%) |
| Fire | + 38%( 73%) |
| All | + 28%( 73%) |
Defense: Immunities
| Stun Resistance | 66% |
| Confusion Resistance | 22% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 57% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 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 311 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 331 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 898% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 114 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 Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Precise Strikes |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 59% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 | undeterred pair of drakeskin leather boots of disengagement (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Cun / +3 Dex Silence immunity: +28% Confusion immunity: +22% Stun/Freeze immunity: +46% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.2 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 173% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On hands | sand hardened leather gloves of strength (+4) (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +8 Damage (Melee): 7 physical Changes stats: +4 Str Changes damage: +3% physical When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | insulating hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% fire / +7% cold A cap made of leather. |
| Tool | yew wand of shielding 'Lustrebearer' [power 350] (25 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Light radius: +3 It can be used to create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 31. * 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. |
| On fingers | warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
| On fingers | voratun ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +19.00 Maximum life: +64.00 Healing mod.: +13% Rings make your fingers look great! |
| Around neck | protective voratun amulet of strength (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes stats: +5 Str Changes resistances cap: +3% all Physical save: +18 (+6 eff.) Amulets make your neck look great! |
| Main armor | dreamer's silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +13% darkness / +17% mind / +13% all Physical save: +11 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +27 (+9 eff.) Silence immunity: +29% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +58.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Emynn the cashmere cloak (2 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Changes resistances: +37% cold Reduces incoming crit damage: 5.00% Spell save: +7 (+2 eff.) Mental save: +5 (+1 eff.) Stun/Freeze immunity: +20% Teleport immunity: +10% Life regen: +4.00 Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | monstrous drakeskin leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +9% acid / +6% fire / +7% lightning / +9% cold Physical save: +13 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
chilling stralite battleaxe of evisceration (44-67 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +27 cold When wielded/worn: Physical crit. chance: +14.0% Physical power: +9 (+2 eff.) Massive two-handed battleaxes. |
stralite greatsword (50-80 power, 3 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
Newly picked uparcing coral trident (14-23 power, 6 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blurring hardened leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Stealth bonus: +8 Mental save: +7 (+2 eff.) Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
Newly picked upgrounding pair of rough leather boots of spellbinding (0 def, 1 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes resistances: +6% lightning / +7% temporal Lowers spell cool-downs by: 10% A pair of boots made of leather. |
enlightening stralite plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +4 Cun / +5 Wil Mental save: +19 (+6 eff.) A suit of armour made of metal plates. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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
Arena Battler 20
Got to wave 20 in the arena.By Barleo the Dwarf Brawler level 23
18th Voratun 122nd year of Ascendancy at 05:25 see stats
Arena Battler 50
Got to wave 50 in the arena.By Barleo the Dwarf Brawler level 41
21st Voratun 122nd year of Ascendancy at 09:35 see stats
Grand Master
Earned the rank of Grand Master in the arena.By Barleo the Dwarf Brawler level 38
20th Voratun 122nd year of Ascendancy at 16:21 see stats
Level 10
Got a character to level 10.By Barleo the Dwarf Brawler level 10
16th Voratun 122nd year of Ascendancy at 21:44 see stats
Level 20
Got a character to level 20.By Barleo the Dwarf Brawler level 20
17th Voratun 122nd year of Ascendancy at 18:01 see stats
Level 30
Got a character to level 30.By Barleo the Dwarf Brawler level 30
18th Voratun 122nd year of Ascendancy at 22:36 see stats
Level 40
Got a character to level 40.By Barleo the Dwarf Brawler level 40
21st Voratun 122nd year of Ascendancy at 01:21 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Barleo the Dwarf Brawler level 46
22nd Voratun 122nd year of Ascendancy at 12:16 see stats
Size matters
Did over 600 damage in one attack.By Barleo the Dwarf Brawler level 31
19th Voratun 122nd year of Ascendancy at 06:05 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Barleo the Dwarf Brawler level 18
17th Voratun 122nd year of Ascendancy at 15:59 see stats
Log
Barleo repels an attack from Rej Arkatis.
Rej Arkatis misses Barleo.
Barleo is not dazed!
Barleo hits Rej Arkatis for 161 physical, 176 physical, 7 physical, 9 physical, 5 physical, 7 physical, 9 physical, 238 physical, 123 physical, 7 physical, 9 physical, 7 physical, 9 physical, 5 physical (773 total damage).
Rej Arkatis stops regenerating health quickly.
Barleo throws a wild haymaker!
Barleo performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena!
Barleo hits Rej Arkatis for 1392 physical damage.
Barleo killed Rej Arkatis!
There is an item here: grounding pair of rough leather boots of spellbinding (0 def, 1 armour)
There is an item here: arcing coral trident (14-23 power, 6 apr)
The smoke around Barleo dissipates.
Talent Double Strike is ready to use.
Barleo picks up (d.): grounding pair of rough leather boots of spellbinding (0 def, 1 armour).
Barleo picks up (c.): arcing coral trident (14-23 power, 6 apr).
Talent Spinning Backhand is ready to use.
Talent Flurry of Fists is ready to use.
Talent Haymaker is ready to use.
Talent Axe Kick is ready to use.
Talent Combination Kick is ready to use.
Talent Rush is ready to use.











































































