











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mage Knight 1.6.0Adds 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. Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Ignore Race/Class Locks 1.7.0Modifies 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Arena |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 42 / 40% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 62 (base 59) |
| Dexterity | 14 (base 10) |
| Constitution | 60 (base 53) |
| Magic | 61 (base 53) |
| Willpower | 11 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 1323/1323 |
| Positive | 73/73 |
| Stamina | 254/254 |
| Healing Factor | 1.4300507772246 |
| Regeneration | 4.64766502598 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 51 |
| Crit Chance | 44% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +37% |
| Physical | +7% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +50% |
Defense: Base
| Armour (hardiness) | 76 (100%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 37 |
| Physical Save | 52 |
| Spell Save | 47 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 32%( 70%) |
| Light | + 32%( 70%) |
| Physical | + 24%( 70%) |
| Nature | + 18%( 70%) |
| Arcane | + 18%( 70%) |
| Fire | + 18%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 58% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| 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 307 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Gravitic Effulgence |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Shield of Light |
| talent | Chant of Fortress |
| talent | Righteous Strength |
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 | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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 | leafwalker's hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% nature Spell.save +3 (+1 eff.) Max.HP +48.00 Heal.mod +10% A cap made of leather. |
| On hands | sand voratun gauntlets of sorrow (0 def, 11 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 11 physical 24 darkness 30 mind Dmg.mod +7% physical On Hit (Melee): * 19% chance to reduce all saves and defense by 15 ----- def ----- Armour +11 Fatigue +5% Mind.save -9 (-5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd 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. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 112 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
| Around neck | savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +15 (+5 eff.) Spell.save +14 (+5 eff.) Mind.save +15 (+7 eff.) ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
| In main hand | plaguebringer's voratun greatmaul of ruin (68-101 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Master Power 67.5 - 101.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 21 While equipped: dps ---------- Phys.crit +13.0% Crit.mult +23.00% Apr +10 ----- def ----- Disease- +29% Massive two-handed mauls. |
| Around waist | spiritwalker's hardened leather belt of carrying1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag ----- def ----- Fatigue -6% ---------- misc Max.enc +32 Mana/turn +0.37 Max.mana +44.00 A belt that goes around your waist. |
| In off hand | flaming stralite shield of shrapnel (0 def, 8 armour, 52-62 power, 142.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 On Hit.r1 +18 fire While equipped: dps ---------- Melee+ 7 fire On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) Melee Ret 9 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +5 Cun +3 Dex dps ---------- Acc +33 (+10 eff.) Apr +6 ----- def ----- Defense +3 (+3 eff.) Fatigue -7% Max.HP +86.00 ---------- misc Max.stam +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fearforged voratun plate armour of command (9 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +7 Con ----- def ----- Armour +22 Defense +9 (+6 eff.) Fatigue +32% Resists +7% fire -14% light +11% darkness Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +24 (+10 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion (heal 82; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -100; dur 7; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 100 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -557; dur 7; cd 35)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -557 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 557 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 422%; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 422% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 220; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 69; dur 4; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 69.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 16; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 236; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Mana/turn +0.14 Max.mana +20.00 Amulets make your neck look great! |
warrior's gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
plaguebringer's steel battleaxe of massacre (32-47 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 21 While equipped: ----- def ----- Disease- +24% Massive two-handed battleaxes. |
flaming voratun greatmaul of massacre (89-134 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Arcane/Master Power 89.0 - 133.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +21 fire Massive two-handed mauls. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
penetrating voratun steamgun4.0 T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +18% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's voratun steamgun of tinkering (+6)4.0 T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +30 lightning +36 cold Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Steampwr +11 (+5 eff.) Mov.spd +44% Res.pen +22% lightning +19% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thick kruk cloak of Eldoral (0 def, 6 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +6 Resists +11% cold A stylish kruk-style cloak, to look awesome. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+9 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Apr +11 ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
catburglar's voratun helm of knowledge (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +10 Dex +3 Wil +4 Cun dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +21% darkness ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +8 Str +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +9% fire +12% cold Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 115.8 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
thaloren hardened leather cap of dexterity (+6) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +6 Dex +5 Wil ----- def ----- Armour +3 Fatigue +3% Resists +9% blight Mind.save +9 (+4 eff.) A cap made of leather. |
cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +12% blight +19% fire +12% nature A suit of armour made of leather. |
steel plate armour of the deep (0 def, 12 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +9% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
714 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
chilling pouch of voratun shots of corruption (21/21, 54-64 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Arcane Power 53.5 - 64.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +22 cold On Hit: 20% Curse of Vulnerability 5 Shots are used with slings to pummel your foes to death. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold 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 Vler the Paladin the Higher Sun Paladin level 19
75th Pyre 122nd year of Ascendancy at 23:43 see stats
Arena Battler 50 (Nightmare (Roguelike) difficulty)
Got to wave 50 in the arena.By Vler the Paladin the Higher Sun Paladin level 36
79th Pyre 122nd year of Ascendancy at 03:55 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Vler the Paladin the Higher Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 23:28 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Vler the Paladin the Higher Sun Paladin level 20
76th Pyre 122nd year of Ascendancy at 00:15 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Vler the Paladin the Higher Sun Paladin level 30
77th Pyre 122nd year of Ascendancy at 12:33 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Vler the Paladin the Higher Sun Paladin level 40
79th Pyre 122nd year of Ascendancy at 19:43 see stats
Master of Arena (Nightmare (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Vler the Paladin the Higher Sun Paladin level 41
1st Mirth 122nd year of Ascendancy at 06:43 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Vler the Paladin the Higher Sun Paladin level 38
79th Pyre 122nd year of Ascendancy at 12:38 see stats
Log
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...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Vler the Paladin deactivates Weapon of Wrath.
Vler the Paladin activates Weapon of Wrath.
Vler the Paladin deactivates Gravitic Effulgence.
Vler the Paladin activates Gravitic Effulgence.
Vler the Paladin deactivates Weapon of Light.
Vler the Paladin activates Weapon of Light.
Vler the Paladin deactivates Searing Sight.
Vler the Paladin activates Searing Sight.
Vler the Paladin deactivates Shield of Light.
Vler the Paladin activates Shield of Light.
Vler the Paladin deactivates Chant of Fortress.
Vler the Paladin activates Chant of Fortress.
Vler the Paladin deactivates Righteous Strength.
Vler the Paladin activates Righteous Strength.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Second Life
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Vler the Paladin deactivates Weapon of Light.
Vler the Paladin activates Weapon of Light.
Vler the Paladin deactivates Weapon of Light.
Vler the Paladin activates Weapon of Light.



















































































