Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.2.4Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Arena |
Mode | Easy Adventure |
Sex | Male |
Race | Superhuman |
Class | Adventurer |
Level / Exp | 39 / 78% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 120 (base 60) |
Dexterity | 59 (base 31) |
Constitution | 43 (base 20) |
Magic | 49 (base 30) |
Willpower | 59 (base 38) |
Cunning | 55 (base 27) |
Resources
Mana | 605/605 |
Psi | 149/149 |
Vim | 232/232 |
Life | 2070/2070 |
Stamina | 316/316 |
Hate | 69/100 |
Healing Factor | 1.028735550887 |
Regeneration | 15.122412598039 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 100 |
Accuracy | 62 |
Crit Chance | 65% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 62 |
Crit Chance | 81% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 60.825 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 50.4 (74.117647058824%) |
Defense | 51.45 |
Ranged Defense | 52.783333333333 |
Fatigue | 0 |
Physical Save | 52.65 |
Spell Save | 47.233333333333 |
Mental Save | 41.933333333333 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 177.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 62. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 150.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 51. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 496 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Shadowflame | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Dual weapons | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shadow Combat |
talent | Horrifying Blows |
talent | Gloom |
talent | Call Shadows |
talent | Beyond the Flesh |
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
Psionic focus | reshaped(13,13) thunderous voratun battleaxe of shearing (72-108 power, 4 apr) reshaped(13,13) thunderous voratun battleaxe of shearing (72-108 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to daze When wielded/worn: Armour penetration: +17 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +14% lightning / +19% physical Changes damage: +17% physical Massive two-handed battleaxes. |
On hands | hardened leather gloves of magic (+2) (0 def, 2 armour) hardened leather gloves of magic (+2) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Mag Changes damage: +5% arcane When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% Confusion immunity: +13% Light radius: +6 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. 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 | miner's rough leather cap (0 def, 2 armour) miner's rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Infravision radius: +1 A cap made of leather. |
On feet | eldritch pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) eldritch pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Fatigue: +3% Changes stats: +2 Mag / +2 Wil Mana each turn: +0.21 Maximum mana: +32.00 Spell crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ash totem of thorny skin [power 27] (20 cooldown) ash totem of thorny skin [power 27] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | sneakthief's stralite ring of nature (+22%) sneakthief's stralite ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +4 Cun / +9 Dex Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
On fingers | warrior's gold ring of light (+24%) warrior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Around neck | serendipitous gold amulet serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Defense: +6 Changes stats: +11 Lck Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
In main hand | reshaped(12,12) steel waraxe of daylight (23.5-32.9 power, 3 apr) reshaped(12,12) steel waraxe of daylight (23.5-32.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +7% Undead One-handed war axes. |
Around waist | blurring drakeskin leather belt of burglary blurring drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +16 Changes stats: +4 Dex / +5 Cun / +7 Lck Trap disarming bonus: +21 Stealth bonus: +24 Infravision radius: +5 A belt that goes around your waist. |
In off hand | reshaped(12,12) Star (37-48.1 power, 20 apr) reshaped(12,12) Star (37-48.1 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +12 Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Cloak | restorative elven-silk cloak of mindcraft (3 def, 0 armour) restorative elven-silk cloak of mindcraft (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Cun / +4 Wil Changes resistances: +14% nature / +15% blight Life regen: +2.20 Mental crit. chance: +6% Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | reshaped[13,-6%] fearforged dwarven-steel plate armour of stability (5 def, 24 armour) reshaped[13,-6%] fearforged dwarven-steel plate armour of stability (5 def, 24 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Defense: +5 Fatigue: +28% Changes stats: +8 Con Changes resistances: +7% physical / +8% fire / +10% darkness / -14% light Physical save: +22 Spell save: +7 Mental save: +7 A suit of armour made of metal plates. |
Inventory
stralite amulet of manastreaming stralite amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.46 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +44.00 Amulets can have magical properties. |
reshaped(12,12) arcing stralite greatsword of daylight (64-102.4 power, 3 apr) reshaped(12,12) arcing stralite greatsword of daylight (64-102.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +12 Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 light / +17 lightning Damage against: +23% Undead Massive two-handed swords. |
infernal yew starstaff of greater warding (20-24 power, 4 apr, darkness element) infernal yew starstaff of greater warding (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +10 Damage (Melee): 20 fire Maximum wards: +3 darkness Changes damage: +20% darkness Talents granted: +3 Ward +1 Command Staff Critical mult.: +21.00% Spellpower: +15 Spell crit. chance: +3% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
blue-steel trident of ruin (20.5-32.8 power, 8 apr) blue-steel trident of ruin (20.5-32.8 power, 8 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Critical mult.: +20.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic coral trident of erosion (12.5-20 power, 6 apr) caustic coral trident of erosion (12.5-20 power, 6 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to corrode armor Damage (Melee): +12 nature / +12 temporal When wielded/worn: Changes resistances penetration: +10% acid Life regen: +0.98 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident (39.5-63.2 power, 13 apr) elemental orite trident (39.5-63.2 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +10% acid / +16% fire / +16% lightning / +21% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orichalcum trident of disruption (51.5-82.4 power, 16 apr) glacial orichalcum trident of disruption (51.5-82.4 power, 16 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. 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 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Burst (radius 2) on crit: +34 ice Damage against: +17% Unnatural When wielded/worn: Armour: +16 Changes resistances penetration: +19% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orichalcum trident of projection (54.5-87.2 power, 16 apr) glacial orichalcum trident of projection (54.5-87.2 power, 16 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +19 mind Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +14 Changes resistances penetration: +14% cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
inquisitor's orichalcum trident of evisceration (52.5-84 power, 16 apr) inquisitor's orichalcum trident of evisceration (52.5-84 power, 16 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 19 arcane resource burn On weapon crit: * wounds the target reducing their healing * burns latent spell energy When wielded/worn: Physical crit. chance: +12.0% Physical power: +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
reshaped[12,-6%] steel plate armour of implacability (4 def, 26 armour) reshaped[12,-6%] steel plate armour of implacability (4 def, 26 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +26 Defense: +4 Fatigue: +11% Physical save: +5 A suit of armour made of metal plates. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
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. |
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. |
quick elven-wood wand of conjuration [power 175] (8 cooldown) quick elven-wood wand of conjuration [power 175] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 88-175), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 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
Log
Quest 'The Arena' completed! (Press 'j' to see the quest log)
Your hate has conquered a great adversary! (+24 hate)
Claol's spell attains critical power!
Claol hits Rej Arkatis for 135 physical, 4 light, 13 darkness, 11 fire, 47 physical (209 total damage).
Claol killed Rej Arkatis!
Claol receives 47 healing from Unnatural Body.
Claol receives 41 healing from Unnatural Body.
Talent Incinerating Blows is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Claol no longer revels in blood quite so much.
Talent Rune: Biting Gale is ready to use.
Resting starts...
Shadow casts Phase Door.
Talent Rune: Acid Wave is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Rested for 42 turns (stop reason: all resources and life at maximum).
Shadow casts Phase Door.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).