









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 43 / 29% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 63 (base 60) |
| Dexterity | 15 (base 10) |
| Constitution | 70 (base 60) |
| Magic | 50 (base 47) |
| Willpower | 20 (base 10) |
| Cunning | 24 (base 11) |
Resources
| Life | 1268/1268 |
| Stamina | 221/221 |
| Vim | 278/278 |
| Healing Factor | 1.375 |
| Regeneration | 0.34375 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 24.796206725718 |
| See Invisible | 24.796206725718 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 44 |
| Crit Chance | 46% |
| APR | 10 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Cold | +5% |
| Blight | +11% |
| Physical | +4% |
| Fire | +19% |
| Acid | +7% |
Offense: Damage Penetration
| Cold | +14% |
Defense: Base
| Armour (hardiness) | 92.37684201303 (86.818181818182%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 25 |
| Physical Save | 44 |
| Spell Save | 29 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 43%( 70%) |
| Cold | + 40%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 25%( 70%) |
| Lightning | + 39%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Poison Resistance | 29% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| 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. |
Class Talents
| Corruption / Wrath | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Corruption / Torture | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Abyssal Shield |
| talent | Eternal Suffering |
| talent | Precise Strikes |
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 | pair of voratun boots of speed (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Movement speed: +20% 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: +2 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 | The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+1 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
| Tool | quick dragonbone wand of conjuration [power 223] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 112 to 223, putting all charms on cooldown for 8 turns. 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 ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| On fingers | treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +8 Cun Changes resistances: +10% nature / +13% blight Poison immunity: +29% Disease immunity: +29% Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around waist | balancing drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +5 (+1 eff.) Changes stats: +5 Cun / +5 Dex Critical mult.: +11.00% Mental crit. chance: +10% A belt that goes around your waist. |
| In main hand | glacial stralite battleaxe (43.5-65.25 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Burst (radius 2) on crit: +21 ice When wielded/worn: Armour: +10 Changes resistances penetration: +14% cold Massive two-handed battleaxes. |
| On hands | sand iron gauntlets (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 5 physical Changes damage: +4% physical When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +21% cold / +12% light / +14% darkness A suit of armour made of mail. |
| Cloak | wyrmwaxed elven-silk cloak of the guardian (16 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +16 (+8 eff.) Changes resistances: +8% acid / +9% fire / +8% lightning / +8% cold Physical save: +21 (+7 eff.) Spell save: +10 (+5 eff.) Mental save: +19 (+10 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 | archmage's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% lightning / +11% blight / +19% fire / +5% cold / +7% acid Critical mult.: +16.00% Spellpower: +19 (+6 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Inventory
regeneration infusion (heal 81 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 81 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +18 Critical mult.: +16.00% Amulets can have magical properties. |
warrior's steel amulet of mastery (0.13 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.13 Technique / Combat training Stamina each turn: +0.40 Amulets can have magical properties. |
marksman's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +1 Cun / +4 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
warrior's gold ring of arcana(+0.18/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +22% Mana each turn: +0.18 Rings can have magical properties. |
flaming iron greatmaul of paradox (20.5-30.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 temporal Burst (radius 1) on hit: +9 fire When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +7% temporal Massive two-handed mauls. |
Brightseam the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +14 (+5 eff.) Physical crit. chance: +14.0% Physical power: +12 (+3 eff.) Changes stats: +7 Str Changes resistances: +3% light Changes resistances penetration: +16% physical Changes damage: +20% physical / +6% light / +3% mind Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
blazebringer's orichalcum trident of evisceration (55-88 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 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 crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Burst (radius 2) on crit: +19 fire When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Changes resistances penetration: +17% fire Global speed: +6% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orichalcum trident of shearing (53-84.8 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +19 blight When wielded/worn: Armour penetration: +14 Changes resistances penetration: +20% physical Changes damage: +12% physical Disease immunity: +31% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 45 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. |
pair of iron boots of speed (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
bladed hardened leather cap of strength (+6) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 7 physical Changes stats: +6 Str It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 223.9 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
225 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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light 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
Arena Battler 20
Got to wave 20 in the arena.By Branolfin the Cornac Doombringer level 20
76th Pyre 122nd year of Ascendancy at 03:45 see stats
Arena Battler 50
Got to wave 50 in the arena.By Branolfin the Cornac Doombringer level 36
79th Pyre 122nd year of Ascendancy at 07:58 see stats
Level 10
Got a character to level 10.By Branolfin the Cornac Doombringer level 10
74th Pyre 122nd year of Ascendancy at 23:13 see stats
Level 20
Got a character to level 20.By Branolfin the Cornac Doombringer level 20
76th Pyre 122nd year of Ascendancy at 03:45 see stats
Level 30
Got a character to level 30.By Branolfin the Cornac Doombringer level 30
77th Pyre 122nd year of Ascendancy at 21:28 see stats
Level 40
Got a character to level 40.By Branolfin the Cornac Doombringer level 40
1st Mirth 122nd year of Ascendancy at 02:20 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Branolfin the Cornac Doombringer level 42
1st Mirth 122nd year of Ascendancy at 16:17 see stats
Size matters
Did over 600 damage in one attack.By Branolfin the Cornac Doombringer level 31
78th Pyre 122nd year of Ascendancy at 01:37 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Branolfin the Cornac Doombringer level 36
79th Pyre 122nd year of Ascendancy at 07:53 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Branolfin deactivates Eternal Suffering.
Branolfin activates Eternal Suffering.
Branolfin deactivates Precise Strikes.
Branolfin activates Precise Strikes.
Branolfin deactivates Abyssal Shield.
Branolfin activates Abyssal Shield.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Branolfin deactivates Eternal Suffering.
Branolfin deactivates Abyssal Shield.
Branolfin deactivates Precise Strikes.























































































