Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. 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 1.5.3Donators/Buyers bonus! 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:
|
Campaign | Arena |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Spellsword |
Level / Exp | 43 / 52% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 111 (base 55) |
Dexterity | 70 (base 55) |
Constitution | 19 (base 10) |
Magic | 62 (base 55) |
Willpower | 18 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | 1092/1092 |
Mana | 317/322 |
Stamina | 231/231 |
Equilibrium | 0 |
Healing Factor | 1.0714285714286 |
Regeneration | 3.4821428571429 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 9 |
See Invisible | 16 |
Offense: Mainhand
Damage | 259 |
Accuracy | 65 |
Crit Chance | 23% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 14% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 82.268591263751 (89.859154929577%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 28 |
Mental Save | 22 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Pinning Resistance | 18% |
Disarm Resistance | 87% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 60 life over 5 turns. |
Runes | Effective talent level: 1.0 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 336 damage for 5 turns. |
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 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Spell / Windcutter | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Stoneshield | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Blazebrand | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Lifetide | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Martial mastery | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Arcane veteran | 1.20 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Armor |
talent | Arcane Stamina |
talent | Spellsword Combat |
talent | Earthen Shield |
talent | Earth Stance |
talent | Elemental Stance |
talent | Mana Focus |
talent | Wind Storm |
talent | Aura of Fire |
talent | Elemental Destruction |
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 | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 32% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | bright alchemist's lamp of corpselight bright alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% blight / +7% darkness Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Light radius: +6 Infravision radius: +4 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 17 blight damage or heals 25 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | dragonslayer's dwarven-steel helm of trickery (0 def, 4 armour) dragonslayer's dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Changes resistances: +10% acid / +10% fire / +8% lightning / +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | rushing dragonbone totem of cure ailments [power 4] (10 cooldown) rushing dragonbone totem of cure ailments [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to remove up to 4 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | conjurer's gold ring of perseverance conjurer's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Stun/Freeze immunity: +26% Life regen: +1.60 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
On fingers | marksman's gold ring of perseverance marksman's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Stun/Freeze immunity: +29% Life regen: +1.40 Rings can have magical properties. |
Around waist | balancing rough leather belt of containment balancing rough leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Cun / +4 Dex Maximum life: +60.00 Maximum mana: +40.00 Maximum stamina: +30.00 Maximum hate: +11.00 Maximum psi: +23.00 Maximum vim: +24.00 Maximum pos.energy: +24.00 Maximum neg.energy: +22.00 Mental crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
In main hand | warbringer's voratun battleaxe of rage (58-87 power, 4 apr) warbringer's voratun battleaxe of rage (58-87 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Physical power: +17 (+3 eff.) Changes stats: +6 Str / +9 Con Changes resistances penetration: +17% physical Changes damage: +14% physical Disarm immunity: +32% Stamina when hit: +3.00 Massive two-handed battleaxes. |
On hands | heroic dwarven-steel gauntlets (0 def, 5 armour) heroic dwarven-steel gauntlets (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Mental save: +8 (+4 eff.) Maximum life: +58.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | hardened voratun plate armour of cold resistance (9 def, 26 armour) hardened voratun plate armour of cold resistance (9 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +12% acid / +6% physical / +36% cold / +12% lightning / +11% fire A suit of armour made of metal plates. |
Cloak | Xanurin the Kilndare (3 def, 9 armour) Xanurin the Kilndare (3 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane / 12 fire Changes stats: +3 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +5% arcane / +26% cold Changes resistances penetration: +10% arcane Changes damage: +3% arcane Spell save: +8 (+4 eff.) Maximum mana: +78.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | serendipitous gold amulet of vision serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +11 (+4 eff.) Changes stats: +11 Lck Blindness immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +6 Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Inventory
conjurer's steel ring 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 (+2 eff.) Rings can have magical properties. |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
warrior's stralite ring of life warrior's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Life regen: +0.90 Maximum life: +48.00 Healing mod.: +12% Rings can have magical properties. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
truestriking voratun greatsword (61.5-98.4 power, 4 apr) truestriking voratun greatsword (61.5-98.4 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +12% physical Massive two-handed swords. |
acidic coral trident of massacre (23-36.8 power, 6 apr) acidic coral trident of massacre (23-36.8 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling orichalcum trident of torment (54.5-87.2 power, 16 apr) chilling orichalcum trident of torment (54.5-87.2 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +26 cold When wielded/worn: Changes resistances penetration: +20% mind / +13% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
impenetrable dwarven-steel plate armour (5 def, 17 armour) impenetrable dwarven-steel plate armour (5 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +24% A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
psionic dwarven-steel torque of kinetic psionic shield [power 77] (20 cooldown) psionic dwarven-steel torque of kinetic psionic shield [power 77] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 77 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
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 Arena Hiruma the Cornac Spellsword level 21
76th Pyre 122nd year of Ascendancy at 04:08 see stats
By Arena Hiruma the Cornac Spellsword level 39
79th Pyre 122nd year of Ascendancy at 04:50 see stats
By Arena Hiruma the Cornac Spellsword level 10
75th Pyre 122nd year of Ascendancy at 01:33 see stats
By Arena Hiruma the Cornac Spellsword level 20
75th Pyre 122nd year of Ascendancy at 23:43 see stats
By Arena Hiruma the Cornac Spellsword level 30
77th Pyre 122nd year of Ascendancy at 10:30 see stats
By Arena Hiruma the Cornac Spellsword level 40
79th Pyre 122nd year of Ascendancy at 13:20 see stats
By Arena Hiruma the Cornac Spellsword level 42
1st Mirth 122nd year of Ascendancy at 07:02 see stats
By Arena Hiruma the Cornac Spellsword level 40
79th Pyre 122nd year of Ascendancy at 17:55 see stats
By Arena Hiruma the Cornac Spellsword level 42
1st Mirth 122nd year of Ascendancy at 04:28 see stats
Log
Arena Hiruma performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Roguelike)!
Welcome to level 43 [Arena Hiruma].
Arena Hiruma has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Arena Hiruma hits Rej Arkatis for (210 to ice), 315 physical (315 total damage).
Spellsword Combat hits Rej Arkatis for (95 to ice), 142 physical (142 total damage).
Spellsword Combat killed Rej Arkatis!
You pickup 3.00 gold pieces.
Talent Air Strike is ready to use.
Talent Sandblast is ready to use.
Talent Fire Strike is ready to use.
Talent Water Strike is ready to use.
Arena Hiruma deactivates Aura of Fire.
Arena Hiruma deactivates Earthen Shield.
Arena Hiruma deactivates Mana Focus.
Arena Hiruma deactivates Arcane Stamina.
Arena Hiruma deactivates Earth Stance.
Arena Hiruma deactivates Elemental Destruction.
Arena Hiruma activates Elemental Destruction.
Arena Hiruma deactivates Elemental Stance.
Arena Hiruma deactivates Elemental Destruction.
Arena Hiruma deactivates Spellsword Combat.
Arena Hiruma deactivates Arcane Armor.
Arena Hiruma deactivates Wind Storm.