Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.1.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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:
Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Faster Adventurer Levelup 1.0.4Removes all the unwanted categories from the level up screen so it runs smoothly. Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 40 / 62% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 57 (base 39) |
| Dexterity | 70 (base 60) |
| Constitution | 36 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 71 (base 60) |
Resources
| Life | 1063/1111 |
| Stamina | 214/220 |
| Healing Factor | 0.95 |
| Regeneration | 4.1726602810084 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +5.1684178061499% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Barehand
| Damage | 77 |
| Accuracy | 50 |
| Crit Chance | 23% |
| APR | 5 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.15 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (79.2%) |
| Defense | 43.138461538462 |
| Ranged Defense | 43.138461538462 |
| Fatigue | 1.1815732758621 |
| Physical Save | 26.7125 |
| Spell Save | 37.0625 |
| Mental Save | 25.8375 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
| 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 and cleanse 1 wound and poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 10 turns. While Heroism is active, you will only die when reaching -251 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 77.67 to 233.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 18% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
| beneficial effect | Has a 18% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (1.7 throws remaining) Grappling Defensively |
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 | pair of hardened leather boots 'Growscar' (0 def, 3 armour) pair of hardened leather boots 'Growscar' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +3% Changes stats: +3 Wil / +3 Mag Changes resistances: +12% nature Stamina each turn: +0.50 Maximum stamina: +15.00 Spellpower: +4 (+2 eff.) Healing mod.: +10% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| On hands | alchemist's hardened leather gloves (0 def, 2 armour) alchemist's hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 6 fire / 6 cold / 6 lightning Changes stats: +4 Mag / +4 Wil When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% Damage (Melee): +13 ice / +13 fire / +10 acid / +16 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | linen wizard hat of nature (+16%) (1 def, 0 armour) linen wizard hat of nature (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% nature Changes damage: +11% nature A pointy cloth hat, very wizardly... |
| Tool | warded elven-wood wand of clairvoyance [power 12] (6 cooldown) warded elven-wood wand of clairvoyance [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +2 lightning / +3 temporal / +3 blight / +3 fire / +2 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 48 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +23% Life regen: +1.00 Rings can have magical properties. |
| On fingers | rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
| Around neck | steel amulet of strength (+4) steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Amulets can have magical properties. |
| Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+9 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+5 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 26, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Around waist | insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold A belt that goes around your waist. |
| Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
insidious poison infusion of the titan (42 nature damage, 49% healing reduction) insidious poison infusion of the titan (42 nature damage, 49% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 41.86 nature damage per turn for 7 turns, and reducing the target's healing received by 49%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 5; dispells darkness) sun infusion (rad 6; power 20; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 30%; cure magical) wild infusion of the titan (resist 30%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 magical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 5) controlled phase door rune (range 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 5. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful gold amulet of manastreaming restful gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag Life regen: +2.60 Mana each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Amulets can have magical properties. |
stralite amulet of mastery (0.21 Technique / Grappling) stralite amulet of mastery (0.21 Technique / Grappling)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent mastery: +0.21 Technique / Grappling Amulets can have magical properties. |
savage's stralite ring of blinding strikes savage's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Effects on ranged hit: * 20% chance to blind Changes stats: +5 Con Spell save: +14 (+6 eff.) Maximum stamina: +32.00 Rings can have magical properties. |
savior's steel ring of darkness (+22%) savior's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +7 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
wizard's steel ring of light (+24%) wizard's steel ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +24% light Changes damage: +12% light Spell save: +4 (+2 eff.) Rings can have magical properties. |
Eksatin's Ultimatum (175% power, 25 apr) Eksatin's Ultimatum (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
voratun battleaxe of crippling (167% power, 4 apr) voratun battleaxe of crippling (167% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Massive two-handed battleaxes. |
rough leather sling of flare (1/1) rough leather sling of flare (1/1)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 It can be used to activate talent Flare (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Description: You fire a burning shot, doing 104% fire damage to the target and lighting up the area around the target in a radius of 2. At level 3, it also has a chance to blind for 3 turns. Slings are used to hurl stones or metal shots at your foes. |
blighted elm magestaff (100% power, 2 apr, fire element) blighted elm magestaff (100% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 7% chance to disease Changes damage: +10% fire Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +14.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone magestaff of fate (136% power, 6 apr, cold element) bloodlich's dragonbone magestaff of fate (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +7 Cun / +5 Con Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +23.00% Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Vim when firing critical spell: +6.00 Maximum vim: +41.00 Maximum neg.energy: +36.00 Spellpower: +15 (+8 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood vilestaff of channeling (139% power, 5 apr, acid element) potent elven-wood vilestaff of channeling (139% power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 139% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +32% acid Talent granted: +1 Command Staff Mana each turn: +0.17 Spellpower: +32 (+15 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
blazebringer's orichalcum trident of torment (168% power, 16 apr) blazebringer's orichalcum trident of torment (168% power, 16 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 168% Range: 1.6x 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: * 20% chance to torment the target Burst (radius 2) on crit: +23 fire When wielded/worn: Changes resistances penetration: +21% fire / +21% mind / +16% darkness Global speed: +3% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of evisceration (166% power, 16 apr) quick orichalcum trident of evisceration (166% power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 167% Range: 1.6x 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: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +17 (+6 eff.) Physical crit. chance: +16.0% Physical power: +19 (+5 eff.) Changes stats: +7 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial voratun waraxe (150% power, 6 apr) glacial voratun waraxe (150% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +26 ice When wielded/worn: Armour: +14 Changes resistances penetration: +12% cold One-handed war axes. |
quick voratun waraxe (150% power, 6 apr) quick voratun waraxe (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +3 Dex One-handed war axes. |
quick voratun waraxe of corruption (149% power, 6 apr) quick voratun waraxe of corruption (149% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 15% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +4 Dex One-handed war axes. |
stralite waraxe of evisceration (137% power, 5 apr) stralite waraxe of evisceration (137% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) One-handed war axes. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+2 eff.) A pair of boots made of leather. |
cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes resistances: +6% fire Changes damage: +3% fire When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 1). Burst (radius 2) on crit: +6 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of strength (+4) (0 def, 8 armour) heroic drakeskin leather gloves of strength (+4) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +8 Changes stats: +4 Str Mental save: +11 (+6 eff.) Maximum life: +49.00 When used to modify unarmed attacks: Power: 152% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding drakeskin leather cap (0 def, 5 armour) grounding drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% lightning / +11% temporal A cap made of leather. |
rejuvenating cured leather armour (2 def, 4 armour) rejuvenating cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +3.00 Stamina each turn: +0.50 A suit of armour made of leather. |
troll-hide hardened leather armour of Eyal (3 def, 6 armour) troll-hide hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +7.50 Maximum life: +57.00 Healing mod.: +31% A suit of armour made of leather. |
enlightening voratun plate armour of acid resistance (9 def, 16 armour) enlightening voratun plate armour of acid resistance (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +7 Cun / +8 Wil Changes resistances: +21% acid Mental save: +16 (+8 eff.) A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
560 alchemist agate 560 alchemist agate0.00 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
quiet voratun torque of kinetic psionic shield [power 139] (20 cooldown) quiet voratun torque of kinetic psionic shield [power 139] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 139 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
overpowered dragonbone wand of clairvoyance [power 20] (10 cooldown) overpowered dragonbone wand of clairvoyance [power 20] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 20, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy dragonbone wand of conjuration [power 385] (10 cooldown) shadowy dragonbone wand of conjuration [power 385] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 192 to 385, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 negative energy. 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 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 (Roguelike)
Got to wave 20 in the arena.By Veren the Halfling Brawler level 18
76th Pyre 122nd year of Ascendancy at 02:00 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Veren the Halfling Brawler level 34
79th Pyre 122nd year of Ascendancy at 04:28 see stats
Level 10 (Roguelike)
Got a character to level 10.By Veren the Halfling Brawler level 10
74th Pyre 122nd year of Ascendancy at 23:21 see stats
Level 20 (Roguelike)
Got a character to level 20.By Veren the Halfling Brawler level 20
76th Pyre 122nd year of Ascendancy at 11:25 see stats
Level 30 (Roguelike)
Got a character to level 30.By Veren the Halfling Brawler level 30
78th Pyre 122nd year of Ascendancy at 02:54 see stats
Level 40 (Roguelike)
Got a character to level 40.By Veren the Halfling Brawler level 40
1st Mirth 122nd year of Ascendancy at 06:45 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Veren the Halfling Brawler level 40
1st Mirth 122nd year of Ascendancy at 10:01 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Veren the Halfling Brawler level 23
77th Pyre 122nd year of Ascendancy at 00:03 see stats
Log
Rej Arkatis resists!
Rej Arkatis is free from the ice.
Rej Arkatis casts Shadowstep.
Veren is dazed!
Rej Arkatis hits Veren for (18 resist armour), 27 darkness, (18 resist armour), 24 darkness, (50 total damage).
Veren hits Rej Arkatis for 145 physical, 12 cold, (4 to ice), 6 fire, (5 to ice), 8 lightning, (3 to ice), 5 acid, (2 to ice), 2 acid, (2 to ice), 3 fire, (2 to ice), 3 cold, (2 to ice), 3 lightning, (24 to ice), 36 physical, (5 to ice), 7 cold, (4 to ice), 6 fire, (5 to ice), 8 lightning, (3 to ice), 5 acid, (2 to ice), 2 acid, (2 to ice), 3 fire, (2 to ice), 3 cold, (2 to ice), 3 lightning, (30 to ice), 45 physical, (5 to ice), 7 cold, (4 to ice), 6 fire, (5 to ice), 8 lightning, (3 to ice), 5 acid, (2 to ice), 2 acid, (2 to ice), 3 fire, (2 to ice), 3 cold, (2 to ice), 3 lightning, (22 to ice), 34 physical, (5 to ice), 7 cold, (4 to ice), 6 fire, (5 to ice), 8 lightning, (3 to ice), 5 acid, (2 to ice), 2 acid, (2 to ice), 3 fire, (2 to ice), 3 cold, (2 to ice), 3 lightning, (30 to ice), 45 physical, (5 to ice), 7 cold, (4 to ice), 6 fire, (5 to ice), 8 lightning, (3 to ice), 5 acid, (2 to ice), 2 acid, (2 to ice), 3 fire, (2 to ice), 3 cold, (2 to ice), 3 lightning, 14 cold, 9 fire, 17 darkness, 14 cold, 9 fire, 17 darkness (580 total damage).
Veren throws two quick punches.
Veren performs a melee critical strike against Rej Arkatis!
Veren performs a melee critical strike against Rej Arkatis!
Rej Arkatis shrugs off the critical damage!
Veren hits Rej Arkatis for 26 physical, 6 cold, 5 fire, 6 lightning, 4 acid, 2 acid, 2 fire, 3 cold, 2 lightning, 26 physical, 6 cold, 5 fire, 6 lightning, 4 acid, 2 acid, 2 fire, 3 cold, 2 lightning, 49 physical, 6 cold, 5 fire, 6 lightning, 4 acid, 2 acid, 2 fire, 3 cold, 2 lightning, 29 physical, 6 cold, 5 fire, 6 lightning, 4 acid, 2 acid, 2 fire, 3 cold, 2 lightning (255 total damage).
Rej Arkatis performs a melee critical strike against Veren!
Veren is not dazed anymore.
Rej Arkatis misses Veren.
Veren counters the attack!
Veren performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Roguelike)!
Veren hits Rej Arkatis for 14 cold, 9 fire, 17 darkness, 116 physical (156 total damage).
Rej Arkatis hits Veren for (18 resist armour), 44 physical (44 total damage).
Veren killed Rej Arkatis!
Talent Double Strike is ready to use.
The smoke around Veren dissipate.
Talent Infusion: Regeneration is ready to use.
Veren deactivates Striking Stance.
Veren deactivates Exploit Weakness.
