











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Whitehoof Buffs 1.7.4This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made: Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7 Should work perfectly fine with addons that make Whitehoof playable in the main campaign too. Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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.
|
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Battleborn |
Class | Swordsmaster |
Level / Exp | 46 / 50% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 57 (base 43) |
Dexterity | 63 (base 54) |
Constitution | 50 (base 48) |
Magic | 20 (base 10) |
Willpower | 46 (base 40) |
Cunning | 20 (base 12) |
Resources
Life | 1512/1512 |
Stamina | 218/225 |
Healing Factor | 1.2786847857242 |
Regeneration | 22.696654946604 |
Speed
Mental | -0.10969104678688% |
Attack | 0% |
Movement | +130.83653898755% |
Spell | 0% |
Global | +109.89030895321% |
Vision
Sight | 7 |
Lite | 3 |
Offense: Mainhand
Damage | 147 |
Accuracy | 74 |
Crit Chance | 40% |
APR | 73 |
Speed | 1.00 |
Offense: Offhand
Damage | 126 |
Accuracy | 74 |
Crit Chance | 38% |
APR | 73 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +33% |
Nature | +28% |
Blight | +15% |
Physical | +12% |
Mind | +16% |
All | +8% |
Offense: Damage Penetration
Nature | +25% |
All | +5% |
Defense: Base
Armour (hardiness) | 18 (63.914983985962%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 24 |
Mental Save | -1 |
Defense: Resistances
Darkness | + 25%( 70%) |
Physical | + 13%( 70%) |
Temporal | + 19%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 21%( 70%) |
Mind | + 21%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 13% |
Fear Resistance | 23% |
Stun Resistance | 67% |
Poison Resistance | 50% |
Silence Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 217 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Fencing | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Swordsmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Intrepid | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed bladework | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Race / Battleborn | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Footwork | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Never Give Up |
talent | Precise Strikes |
talent | Spring Attack |
beneficial effect | You are regenerating 2.11 stamina each turn until you leave combat. Determination |
beneficial effect | Parrying melee and ranged attacks: Has a 81% chance to deflect up to 37 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Increases defense by 22. Mobile Defense |
beneficial effect | Target has +44 defense, +53% resistance to stuns, +107% resistance to pins, and takes 40% less direct damage Moving Target |
detrimental effect | The target's vision range is decreased by 3. Reduced Vision |
beneficial effect | Increases all Resists by 8.47% per each enemy you can see in a radius of 2, to a maximum of 30%. Foe count: 1. Current Resist Bonus: 8.47% Citadel |
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 | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 mind Changes resistances: +6% mind Maximum life: +41.00 Light radius: +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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Talent granted: +1 Citadel Citadel: Passive - Increases Resistance to all damage by 8.47% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +4 Defense: +8 (+2 eff.) Changes stats: +2 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 5 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Stealth bonus: +5 Spell save: +5 (+2 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Willpower 20 - Dexterity 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -14 (-14 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 21% chance to reduce all saves and defense by 30 Damage (Melee): 6 blight / 6 physical / 23 darkness / 20 mind Changes damage: +7% blight / +4% physical Physical save: +8 (+4 eff.) Mental save: -10 (-10 eff.) Mindpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
In off hand | ![]() Requires: - Dexterity 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +11% temporal / +14% arcane / +8% mind Reduced damage from: +7% Horror Critical mult.: +14.00% Spellpower: +7 (+2 eff.) Spell crit. chance: +4% A suit of armour made of leather. |
Inventory
![]() truestriking stralite battleaxe (44-67 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +16% physical Massive two-handed battleaxes. |
![]() Requires: - Dexterity 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 100% Dex Damage type: Fire Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() voratun mace (45-63 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
![]() luminate voratun plate armour of fire resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 18 light / 17 temporal Damage when hit (Melee): 13 light / 13 temporal Changes resistances: +16% temporal / +21% light / +25% fire A suit of armour made of metal plates. |
![]() Quiver of Domination (18/20, 24-34 power, 8 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 60% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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
By Mosstreader the Battleborn Swordsmaster level 25
76th Pyre 122nd year of Ascendancy at 10:41 see stats
By Mosstreader the Battleborn Swordsmaster level 41
79th Pyre 122nd year of Ascendancy at 15:10 see stats
By Mosstreader the Battleborn Swordsmaster level 10
74th Pyre 122nd year of Ascendancy at 21:58 see stats
By Mosstreader the Battleborn Swordsmaster level 20
75th Pyre 122nd year of Ascendancy at 19:26 see stats
By Mosstreader the Battleborn Swordsmaster level 30
77th Pyre 122nd year of Ascendancy at 06:43 see stats
By Mosstreader the Battleborn Swordsmaster level 40
79th Pyre 122nd year of Ascendancy at 07:40 see stats
By Mosstreader the Battleborn Swordsmaster level 45
1st Mirth 122nd year of Ascendancy at 18:39 see stats
By Mosstreader the Battleborn Swordsmaster level 44
1st Mirth 122nd year of Ascendancy at 07:12 see stats
By Mosstreader the Battleborn Swordsmaster level 45
1st Mirth 122nd year of Ascendancy at 15:51 see stats
Log
Orc archer's Shoot misses Mosstreader.
Orc archer shoots!
Orc archer shoots!
Orc archer's Shoot misses Mosstreader.
Mosstreader toughens up!
Spring Attack performs a melee critical strike against Orc archer!
Orc archer roars with rage shaking off 1 mental debuffs!
Anmalice focuses its mind-piercing eye on Orc archer!
Mosstreader damages himself through Martyrdom!
Spring Attack hits Orc archer for 246 physical, 12 mind, 15 physical, 31 darkness, 7 blight, 108 darkness, 75 physical, 23 mind, 15 physical, 31 darkness, 7 blight (568 total damage).
Orc archer hits Mosstreader for 0 physical, 0 mind, 0 physical, 0 darkness, 0 blight, 0 darkness, 0 physical, 0 mind, 0 physical, 0 darkness, 0 blight (0 total damage).
Orc archer's is vulnerable to attacks and effects!
Spring Attack performs a melee critical strike against Orc archer!
You collect a new ingredient: orc heart (1).
Mosstreader damages himself through Martyrdom!
Spring Attack hits Orc archer for 143 physical, 23 mind, 15 physical, 31 darkness, 7 blight, 197 darkness (416 total damage).
Orc archer hits Mosstreader for 0 physical, 0 mind, 0 physical, 0 darkness, 0 blight, 0 darkness (0 total damage).
Spring Attack killed Orc archer!
Mosstreader deactivates Never Give Up.
Mosstreader activates Never Give Up.
Mosstreader deactivates Precise Strikes.
Mosstreader activates Precise Strikes.
Mosstreader deactivates Spring Attack.
Mosstreader activates Spring Attack.