






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Dremling Horror Race 1.5.5There aren't enough subtypes of dwarf so here are some Horrible dwarves. Items Vault 1.5.0Donators/Buyers bonus! Class Start Priority - Undead Version 1.5.5A variant of Keevan's Class Start Priority addon, modfied with great incompetence by Parcae to allow Undead to access Ashes of Uhr'rok starting zones. Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Crystalist 1.5.6 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: Dreamelf 1.5.5 Bladebender 1.5.6 Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dremling |
| Class | Earth Knight |
| Level / Exp | 38 / 71% |
| Size | 3 (medium) |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 49 (base 13) |
| Dexterity | 22 (base 24) |
| Constitution | 75 (base 60) |
| Magic | 81 (base 60) |
| Willpower | 85 (base 60) |
| Cunning | 37 (base 10) |
Resources
| Life | 1291/1291 |
| Mana | 501/501 |
| Stamina | 263/263 |
| Equilibrium | 0 |
| Healing Factor | 1.818961507009 |
| Regeneration | 51.415824313475 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 12 |
| Infravision | 8 |
| See Invisible | 11 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 263 |
| Accuracy | 49 |
| Crit Chance | 25% |
| APR | 83 |
| Speed | 0.85 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +33% |
| Physical | +61% |
| Fire | +10% |
| Arcane | +18% |
| Mind | +35% |
| All | 0% |
Offense: Damage Penetration
| Acid | +12% |
| Light | +10% |
| Fire | +10% |
| Darkness | +10% |
| Physical | +84% |
| Mind | +30% |
| Nature | +56% |
Defense: Base
| Armour (hardiness) | 199.66725551595 (100%) |
| Defense | 0 |
| Ranged Defense | 17 |
| Fatigue | 9.1241510255845 |
| Physical Save | 69 |
| Spell Save | 69 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 9%( 50%) |
| Blight | + 35%( 70%) |
| Physical | + 72%(100%) |
| Cold | + 40%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 35%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 67%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 28% |
| Confusion Resistance | 67% |
| Teleport Resistance | 82% |
| Blind Resistance | 100% |
| Disarm Resistance | 40% |
| Bleed Resistance | 28% |
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 69% |
Inscriptions (1/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Armor forging | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Terramancy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terramorphism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Terrakinesis | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.10 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Technique / Forger's endurance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Dremling | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Eldritch Combat |
| talent | Earthen Body |
| talent | Anime Style |
| talent | Verdant Blood |
| talent | Steelskin |
| talent | Stone Spiked Skin |
| talent | Eldritch Aura |
| talent | Refine Ore |
| talent | Power Catalyst: Mind |
| beneficial effect | The target is protected by spiky plates, increasing their armor by 64. Stone-Spiked Skin |
| beneficial effect | Absorbs 298 damage from the next blockable attack. Blocking |
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 | Ethereal Boots (0 def, 5 armour) Ethereal Boots (0 def, 5 armour)Requires: Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. With the right weapon you could really pierce your foes' egos. When wielded/worn: Armour: +5 Changes stats: +10 Wil Changes resistances penetration: +20% mind / +20% physical Changes damage: +20% mind / +20% physical Damage affinity(heal): +15% mind Critical mult.: +15.00% Confusion immunity: +20% Mindpower: +25 (+6 eff.) Mental crit. chance: +10% Each time you move you produce a radius three burst of telekinetic and telepathic energy that has a chance to concuss all enemies within for one turn, preventing them from using talents and possibly causing cross-tier brainlock. The target can resist with mental save, physical save, confusion resistance, and stun resistance, and the chance is increased with your mindpower. Activating this item is instant. It can be used to activate talent Astral Jaunt (costing 20 power out of 40/40) : Effective talent level: 5.0 Power cost: 20 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a mind power Description: You are able to teleport yourself up to 10 tiles within line of sight. At raw talent level 2, you can teleport characters other than yourself. At raw talent level 3, you may teleport up to 5 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times. At raw talent level 4, you no longer need line of sight to the destination when teleporting yourself. At raw talent level 5, you no longer need line of sight to the destination when teleporting others. This talent takes no time to use, unless you initiate more than one teleport. This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 160% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 90% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). A pair of transparent gray boots that seem to pulse with every step, these boots were worn by Elria Eagleheart in the Age of Dusk. They were said to allow her to teleport far more rapidly, and to hammer the minds of her foes both telekinetically and telepathically with every step. After Elria passed away, the boots were worn by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
| On hands | spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour)Requires: Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Cun / +5 Mag Changes resistances: +8% light / +8% darkness Mana each turn: +0.24 Spellpower: +14 (+4 eff.) Spell crit. chance: +8% Infravision radius: +2 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 16% Dex, 40% Cun, 130% Mag, 16% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +10 arcane Burst (radius 2) on crit: +37 light / +45 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 88.02 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | warrior's copper ring of clarityRequires: Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
| On fingers | psionicist's voratun ringRequires: Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+4 eff.) Rings can have magical properties. |
| Around neck | serendipitous stralite amulet of visionRequires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+0 eff.) Changes stats: +11 Lck Blindness immunity: +24% Infravision radius: +5 Sight radius: +2 See invisible: +11 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
| In main hand | reforged Dimterror (55-77 power, 21 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stats: 158% Mag, 42% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +37 Armour Penetration: +21 Crit. chance: +12.0% Attack speed: 118% When this weapon hits: Blinding Spores (15% chance level 2). On weapon hit: * 19% chance to corrode armour by 30% Damage (Melee): +36 lightning / +36 arcane / +36 acid When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +22 Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +12% acid / +23% physical / +10% darkness / +15% nature Changes damage: +15% darkness / +18% light / +18% arcane Talent granted: +5 Pulverizing Auger Life regen: +1.80 Sharp, long, and deadly. |
| Light source | brass lanternRequires: 2.00 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. |
| In off hand | reforged Summertide (10.5 def, 20 armour, 67.5-81 power, 297.5 block)Requires: - Magic 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 150% Mag, 39% Str Damage type: Light Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +298 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +20 Defense: +10 (+0 eff.) Ranged Defense: +17 (+10 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +14% temporal / +20% light / +14% physical / +24% fire / +12% mind / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent cooldown: Cripple (-3 turns) Talents granted: +5 Elemental Harmony +5 Block Spell save: +32 (+8 eff.) Mental save: +18 (+6 eff.) Blindness immunity: +100% Disarm immunity: +28% Confusion immunity: +25% Knockback immunity: +28% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 64.55 to 80.69 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. Handheld deflection devices. |
| Main armor | reforged Cuirass of the Dark Lord (8 def, 43 armour)Requires: - Magic 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +43 Defense: +8 (+0 eff.) Fatigue: +24% Damage when hit (Melee): 37 physical Changes stats: +12 Str / +12 Con Changes resistances: +14% blight / +22% physical / +14% light / +14% cold Talent cooldown: Cripple (-3 turns) Talents granted: +2 Waters of Life +1 Power Catalyst: Mind Physical save: +48 (+12 eff.) Cut immunity: +28% Pinning immunity: +28% Stun/Freeze immunity: +28% Life regen: +9.63 Maximum life: +225.00 It can be used to drain blood from all creatures within range 5, causing them to bleed for 531.30 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. A suit of armour made of metal plates. |
| Around waist | insulating hardened leather beltRequires: Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% fire / +7% cold A belt that goes around your waist. |
Inventory
The Gaping Maw (72-108 power, 4 apr)Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 170% Mag, 47% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
masterforged voratun greatsword (83.8-134.08 power, 19 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.8 - 134.1 Uses stats: 177% Mag, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +37 Armour Penetration: +19 Crit. chance: +12.0% Attack speed: 118% When this weapon hits: Drain (15% chance level 4). On weapon hit: * 16% chance to daze at end of turn Damage (Melee): +46 temporal / +46 fire / +46 arcane When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances penetration: +13% lightning Changes damage: +24% arcane / +24% physical Massive two-handed swords. |
Newly picked updrakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +5 Cun / +8 Lck Trap disarming bonus: +20 Stealth bonus: +9 Infravision radius: +6 A belt that goes around your waist. |
masterforged stralite plate armour (6.5 def, 28 armour)Requires: - Magic 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +28 Defense: +6 (+0 eff.) Fatigue: +26% Changes stats: +3 Cun Changes resistances: +14% darkness / +14% cold Talent cooldown: True Grit (-3 turns) Physical save: +25 (+6 eff.) Mental save: +14 (+5 eff.) Cut immunity: +28% Pinning immunity: +28% Stun/Freeze immunity: +28% Life regen: +5.63 Maximum life: +179.00 A suit of armour made of metal plates. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns 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 (Nightmare (Roguelike) difficulty)
Got to wave 20 in the arena.By Lint'n the Dremling Earth Knight level 14
18th Voratun 122nd year of Ascendancy at 13:53 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Lint'n the Dremling Earth Knight level 34
22nd Voratun 122nd year of Ascendancy at 07:30 see stats
Grand Master (Nightmare (Roguelike) difficulty)
Earned the rank of Grand Master in the arena.By Lint'n the Dremling Earth Knight level 37
23rd Voratun 122nd year of Ascendancy at 07:37 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lint'n the Dremling Earth Knight level 10
17th Voratun 122nd year of Ascendancy at 23:46 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Lint'n the Dremling Earth Knight level 20
19th Voratun 122nd year of Ascendancy at 07:20 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Lint'n the Dremling Earth Knight level 30
20th Voratun 122nd year of Ascendancy at 22:10 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Lint'n the Dremling Earth Knight level 38
23rd Voratun 122nd year of Ascendancy at 14:02 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Lint'n the Dremling Earth Knight level 37
23rd Voratun 122nd year of Ascendancy at 07:37 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Lint'n the Dremling Earth Knight level 32
21st Voratun 122nd year of Ascendancy at 22:10 see stats
XXX the Destroyer (Nightmare (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By Lint'n the Dremling Earth Knight level 33
22nd Voratun 122nd year of Ascendancy at 04:58 see stats
Log
Lint'n casts Gemstone Shield.
The shield around Lint'n crumbles.
A shield forms around Lint'n.
Resting starts...
Talent Block is ready to use.
Talent Pulverizing Auger is ready to use.
Talent Earth Wave is ready to use.
The shield around Lint'n crumbles.
Lint'n's skin returns to normal.
Talent Earth Burst is ready to use.
Talent Earth Blast is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Elemental Harmony is ready to use.
Talent Gemstone Shield is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
Lint'n uses Block.
Lint'n revels in the bloodlust of her reforged Cuirass of the Dark Lord!
Lint'n deactivates Verdant Blood.
Lint'n deactivates Anime Style.
Lint'n deactivates Eldritch Aura.
Lint'n deactivates Stone Spiked Skin.
Lint'n deactivates Power Catalyst: Mind.
Lint'n deactivates Stone Skin.
Lint'n deactivates Earthen Body.
Lint'n deactivates Refine Ore.
Lint'n deactivates Steelskin.
Lint'n deactivates Eldritch Combat.







































