Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | 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:
Items Vault 1.4.8Donators/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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Brawler |
| Level / Exp | 38 / 88% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 68 (base 33) |
| Dexterity | 71 (base 60) |
| Constitution | 61 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 8 (base 10) |
| Cunning | 74 (base 60) |
Resources
| Life | 1322/1322 |
| Stamina | 176/176 |
| Healing Factor | 1.3311688311688 |
| Regeneration | 12.680343853252 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 39.734942931501 |
| See Invisible | 39.734942931501 |
Offense: Barehand
| Damage | 116 |
| Accuracy | 60 |
| Crit Chance | 40% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 20% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 35 (36.618610747051%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 5.5475638051044 |
| Physical Save | 46 |
| Spell Save | 17 |
| Mental Save | 36 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 318 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.50 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.0 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 | dreamer's pair of hardened leather boots (0 def, 3 armour) dreamer's pair of hardened leather boots (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +8 (+3 eff.) Spell save: +5 (+4 eff.) Mental save: +8 (+4 eff.) A pair of boots made of leather. |
| On hands | brawler's voratun gauntlets of sorrow (0 def, 3 armour) brawler's voratun gauntlets of sorrow (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 36 mind / 21 darkness Changes stats: +4 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+3 eff.) Mental save: -7 (-3 eff.) Mindpower: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | eldritch cashmere wizard hat of earthrunes (2 def, 3 armour) eldritch cashmere wizard hat of earthrunes (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +3 Con Mana each turn: +1.10 Mana when hit: +1.70 Maximum mana: +40.00 Spellpower: +6 (+5 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 39.24 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) Changes stats: +4 Con Physical save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 139% 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. Rings can have magical properties. |
| On fingers | stralite ring of pilfering stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 139% 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. Rings can have magical properties. |
| Around neck | vitalizing stralite amulet vitalizing stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +9 (+3 eff.) Life regen: +1.30 Maximum life: +51.00 Amulets can have magical properties. |
| Main armor | duelist's drakeskin leather armour of command (26 def, 26 armour) duelist's drakeskin leather armour of command (26 def, 26 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +26 Defense: +26 (+9 eff.) Fatigue: +8% Changes stats: +12 Cun / +7 Dex Mental save: +19 (+8 eff.) A suit of armour made of leather. |
| Cloak | linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +6 (+4 eff.) Mental save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern 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. |
Inventory
shielding rune (absorb 323 for 5 turns) shielding rune (absorb 323 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 323 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Newly picked up elemental voratun battleaxe of daylight (55-82.5 power, 4 apr)elemental voratun battleaxe of daylight (55-82.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +21 light Damage against: +31% Undead When wielded/worn: Changes resistances penetration: +19% acid / +24% fire / +17% lightning / +17% cold Massive two-handed battleaxes. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
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 stat: 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. |
dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element) dragonbone magestaff of channeling (30-36 power, 6 apr, lightning element)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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.20 Spellpower: +28 (+16 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of channeling (25-30 power, 5 apr, light element) infernal elven-wood starstaff of channeling (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +24.00% Mana each turn: +0.17 Spellpower: +31 (+17 eff.) Spell crit. chance: +4% See invisible: +15 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element) magewarrior's short dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +9.0% Physical power: +12 (+3 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +46.00 Spellpower: +30 (+17 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
orichalcum trident of phasing (55.5-88.8 power, 25 apr) orichalcum trident of phasing (55.5-88.8 power, 25 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.5 - 88.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +59% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of crippling (51.5-82.4 power, 16 apr) quick orichalcum trident of crippling (51.5-82.4 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 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: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +17.0% Changes stats: +7 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling steel waraxe of rage (11.5-16.1 power, 3 apr) chilling steel waraxe of rage (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str Changes damage: +6% physical Stamina when hit: +1.20 One-handed war axes. |
voratun waraxe (39-54.6 power, 6 apr) voratun waraxe (39-54.6 power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
heroic dwarven-steel gauntlets (0 def, 6 armour) heroic dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +6 (+3 eff.) Maximum life: +51.00 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Xinn the cured leather armour (2 def, 4 armour) Xinn the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +19% lightning / +6% physical / +3% light / +3% fire Critical mult.: +10.00% Physical save: +11 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.70 Mental crit. chance: +1% A suit of armour made of leather. |
enlightening reinforced leather armour of thunder (4 def, 7 armour) enlightening reinforced leather armour of thunder (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +17 (+5 eff.) Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Mag / +14 Wil / +7 Cun Changes resistances: +16% lightning Mental save: +16 (+7 eff.) Spellpower: +15 (+9 eff.) Spell crit. chance: +7% Mindpower: +11 (+6 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
Newly picked up Revenant (8 def, 20 armour)Revenant (8 def, 20 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+4 eff.) Spell save: +12 (+7 eff.) Mental save: +12 (+5 eff.) Silence immunity: +0% Confusion immunity: +20% Pinning immunity: +0% Stun/Freeze immunity: +60% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Newly picked up overpowered yew wand of conjuration [power 445] (14 cooldown)overpowered yew wand of conjuration [power 445] (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 222 to 445, putting all charms on cooldown for 14 turns. 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
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Rage Cage the Ghoul Brawler level 15
76th Pyre 122nd year of Ascendancy at 13:11 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Rage Cage the Ghoul Brawler level 33
1st Mirth 122nd year of Ascendancy at 03:01 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rage Cage the Ghoul Brawler level 10
75th Pyre 122nd year of Ascendancy at 18:56 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rage Cage the Ghoul Brawler level 20
77th Pyre 122nd year of Ascendancy at 03:30 see stats
Level 30 (Roguelike)
Got a character to level 30.By Rage Cage the Ghoul Brawler level 30
79th Pyre 122nd year of Ascendancy at 02:15 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Rage Cage the Ghoul Brawler level 38
2nd Mirth 122nd year of Ascendancy at 07:18 see stats
Log
Today is the 2nd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:31.
Rage Cage deactivates Exploit Weakness.
Rage Cage deactivates Striking Stance.
