











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ashes of Urh'Rok 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. 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: Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official 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 | Madness Roguelike |
Sex | Female |
Race | Lich |
Class | Adventurer |
Level / Exp | 46 / 17% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 237 (base 60) |
Dexterity | 182 (base 60) |
Constitution | 133 (base 60) |
Magic | 115 (base 60) |
Willpower | 85 (base 60) |
Cunning | 158 (base 60) |
Resources
Mana | 278/278 |
Life | 937/937 |
Paradox | 300 |
Soul | 17/17 |
Insanity | 99/100 |
Psi | 460/460 |
Vim | 318/318 |
Steam | 100/100 |
Positive | 165/165 |
Stamina | 344/344 |
Equilibrium | 20 |
Healing Factor | 1.8201858043096 |
Regeneration | 31.83706788095 |
Speed
Mental | +24.179363339469% |
Attack | +26.332523569478% |
Movement | +63.183306406079% |
Spell | +24.179363339469% |
Global | +206.72200356419% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
Offense: Mainhand
Damage | 257 |
Accuracy | 104 |
Crit Chance | 134% |
APR | 22 |
Speed | 0.81 |
Offense: Spell
Spellpower | 168 |
Crit Chance | 100% |
Speed | 0.80528678284998 |
Cooldown Reduction | 6.6666666666667 |
Offense: Mind
Mindpower | 142 |
Crit Chance | 67% |
Speed | 0.79156180193776 |
Offense: Damage Bonus
Darkness | +13% |
Temporal | +30% |
Physical | +5% |
Fire | +22% |
Lightning | +22% |
Defense: Base
Armour (hardiness) | 174.49958338354 (76.987013568881%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 131 |
Spell Save | 131 |
Mental Save | 131 |
Defense: Resistances
Darkness | + 70%( 70%) |
Physical | + 70%( 70%) |
Fire | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 52% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 58% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 78%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: EtherealUse 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 52% all resistance, you move 58% faster, and you are invisible (power 39). Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 2 times. |
Runes | Effective talent level: 2.5 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 64% all resistance, you move 59% faster, and you are invisible (power 41). Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Undead drake | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Discharge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Enhancement | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Doom shield | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psychic blows | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Ravenous mind | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Feedback | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Calamity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Lich | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Arcane Shield |
talent | Matrix |
talent | Raze |
talent | Arcane Power |
talent | Channel Pain |
talent | Shielding |
talent | Arcane Feed |
talent | Reaping |
talent | Energy Decomposition |
talent | Aether Permeation |
talent | Gloom |
talent | Fiery Hands |
talent | Jinxed Touch |
talent | Temporal Hounds |
talent | Empower |
talent | Hardened Core |
talent | Beyond the Flesh |
talent | Energy Alteration |
talent | Chant of Fortitude |
talent | Force Shield |
talent | Spellcraft |
talent | Thought-Form: Bowman |
talent | Shadow Feed |
talent | Golden Age of Necromancy |
talent | Augmentation |
talent | Extension |
talent | Skate |
talent | Spikes of Decrepitude |
talent | Shock Hands |
talent | Disruption Shield |
talent | Elemental Harmony |
beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
beneficial effect | The target is surrounded by a magical shield, absorbing 1765/1785 damage before it crumbles. Damage Shield |
beneficial effect | Armor increased by 42, deals 168 ice damage when hit in melee. Elemental Surge: Cold |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+48% global speed). Clarity |
beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 1869/1869). Resonance Field |
beneficial effect | Physical power, spellpower and all saves increased by 68. Commander of the Dead |
beneficial effect | The target's accuracy and power have been increased by 14. 1 Fateweaver |
beneficial effect | Linked to their horror ally gaining 32% all damage resistance. Shared Insanity |
beneficial effect | The target has 24 increased saves and defense, 16% increased critical chance, and 12% chance to avoid all damage. 8 Jinx |
beneficial effect | Mindpower (raw) increased by 18. Sadist |
beneficial effect | The target's defense and saves have been increased by 14. 1 Spin |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Mind Storm |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 209% Range: 1.0x-1.4x Uses 110% Wil, 110% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 57.50 arcane and 64.97 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+3 eff.) other ------- Talents +1 Soul Purge Flame: Effective talent level: 5.9 Power cost 3 out of 3/3. Range 10 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 751.89 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Light source | ![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 | ![]() 2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +9 (+1 eff.) Damage +13% darkness +5% physical defense ------ Defense +3 (+1 eff.) Resistance +14% darkness +15% physical other ------- Max hate +10.00 A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +5 (+0 eff.) Move Speed +25% defense ------ Armor +3 A pair of boots made of leather. |
Tool | ![]() 2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 656 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to heal for 54. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +9 Cun +6 Dex offense ------ Accuracy +5 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +9 Cun defense ------ Defense +18 (+3 eff.) Silence Resist +32% other ------- Mana/turn +0.18 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +2 Wil offense ------ Mindpower +7 (+1 eff.) defense ------ Mind save +5 (+1 eff.) Confus Resist +11% Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 192% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Spell Crit +5% Spellpower +21 (+2 eff.) On-Hit 30 arcane Damage +30% temporal defense ------ Armor +6 Defense +6 (+1 eff.) other ------- Max mana +58.00 Wards +2 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 172% Range: 1.0x-1.1x Uses 87% Wil, 50% Mag, 87% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +7 Dex +5 Cun +8 Lck defense ------ Stealth +8 other ------- Disarm Traps +13 Infravision +4 A belt that goes around your waist. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Wil offense ------ Spellpower +9 (+1 eff.) Spellpower/crit +6 defense ------ Resistance +13% all Silence Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 76%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 34% all resistance, you move 63% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag offense ------ Spellpower/crit +4 defense ------ Resistance +14% mind Confus Resist +26% other ------- Mana/turn +0.15 Max mana +37.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+0 eff.) Spell save +7 (+0 eff.) Mind save +8 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) Life +23.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 178% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Nature/Master Weapon Damage 178% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +6 (+1 eff.) Damage +15% temporal defense ------ Defense +9 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 3.2 Power cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 331.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 178% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +16 (+2 eff.) Damage +15% lightning defense ------ Armor +6 Hardiness +5% Physical save +5 (+0 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 183% Range: 1.0x-1.2x Uses 150% Mag, 40% Wil Damage Cold Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +25 (+3 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 183% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +13 (+1 eff.) Damage +20% temporal other ------- Max mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 179% Range: 1.0x-1.5x Uses 180% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 205% Range: 1.0x-1.5x Uses 180% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +20 blight On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 54 While equipped: defense ------ Disease Resist +36% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Arcane/Master Weapon Damage 223% Range: 1.0x-1.5x Uses 180% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +21 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 54 While equipped: Stats +10 Str offense ------ Damage +14% physical Accuracy +23 (+5 eff.) defense ------ Disease Resist +38% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 trident 2H weapon [Ego+] Arcane Weapon Damage 189% Range: 1.0x-1.6x Uses 180% Wil, 50% Mag Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness 3 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T4 trident 2H weapon [Ego++] Arcane/Master Weapon Damage 202% Range: 1.0x-1.6x Uses 180% Wil, 50% Mag Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 214 acid damage (1/turn) While equipped: Stats +9 Str offense ------ Damage +23% acid +19% physical Ignore resists +20% acid Accuracy +27 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego] Arcane Weapon Damage 212% Range: 1.0x-1.6x Uses 180% Wil, 50% Mag Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-hit +41 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego++] Arcane/Psionic Weapon Damage 209% Range: 1.0x-1.6x Uses 180% Wil, 50% Mag Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) * Create an explosion dealing 214 fire damage (1/turn) While equipped: offense ------ Damage +42% fire Ignore resists +24% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Normal] Weapon Damage 213% Range: 1.0x-1.6x Uses 180% Wil, 50% Mag Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 207% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +5% all defense ------ Resistance +18% darkness +12% blight other ------- 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." |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Psionic Weapon Damage 203% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +13 darkness Damage Against +12% Living On Hit: 20% Curse of Vulnerability 5 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Master Weapon Damage 201% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical +10% all Accuracy +33 (+6 eff.) Ignore Armor +20 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Normal] Weapon Damage 200% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego] Disrupt Weapon Damage 202% Range: 1.0x-1.4x Uses 156% Wil, 50% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% Damage Against +26% Unnatural While equipped: Stats +4 Wil One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 188% Range: 1.0x-1.3x Uses 92% Wil, 60% Mag, 52% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 5.9 Power cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 479.67 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 115% Range: 1.0x-1.1x Uses 80% Wil, 80% Mag Damage Darkness Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+1 eff.) Mindpower +12 (+1 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 113% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) defense ------ Resistance +14% mind Mind save +8 (+1 eff.) other ------- Psi/turn +1.30 Max psi +16.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) Damage +6% mind Ignore resists +5% mind defense ------ Resistance +6% mind Resonance +23% Mind save +6 (+1 eff.) other ------- Psi when Hit +1.80 Max psi +34.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 172% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon [Normal] Steamtech Weapon Damage 174% Range: 1.0x-1.5x Uses 156% Wil, 50% Mag Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+0 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego+] Arcane Weapon Damage 164% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +4 Mag offense ------ Damage +7% temporal +10% physical Ignore resists +7% temporal +10% physical other ------- Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Ego] Arcane/Master Weapon Damage 164% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +17 cold While equipped: offense ------ Physical Crit +3.0% Damage +15% cold Accuracy +12 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Nature/Steamtech Weapon Damage 164% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +9 Str +9 Dex +7 Mag +6 Wil +8 Cun +7 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Nature Weapon Damage 211% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag, 131% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 447 nature damage and pinning them for 3 turns On Crit: * Splash the target with acid dealing 357 damage over 5 turns and reducing armor and accuracy by 45 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 181% Range: 1.0x-1.4x Uses 203% Wil, 50% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: offense ------ On-Hit 8 fire On-Ranged-Hit 8 fire defense ------ Armor +21 Defense +20 (+4 eff.) Fatigue +8% Resistance +23% fire +22% physical A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Mind save +18 (+3 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Ego++] Master While equipped: defense ------ Armor +25 Fatigue +16% Resistance +10% acid +8% physical +10% cold +8% lightning +9% fire Physical save +9 (+0 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +5% light +6% darkness Spell save +5 (+0 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +15.0% Spell Crit +14% Mind Crit +18% Critical power +7.00% On-Hit 11 lightning Damage +9% lightning defense ------ Armor +3 Resistance +9% lightning Unarmed combat: Weapon Damage 195% Range: 1.0x-1.1x Uses 87% Wil, 87% Cun, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +18.0% Attack Speed 125% On-crit, radius 2 +12 lightning On Hit: 10% Lightning Breath 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +14% nature defense ------ Defense +2 (+0 eff.) Resistance +21% nature A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2021/2021 A set of 2021 tiny explosive spheres. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 276 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+0 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 176 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. |
![]() 2.0 Encumbrance T4 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 14, power 94 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 75. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Ego] Arcane Create a shield absorbing up to 575 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Arena the Yeek Adventurer level 21
75th Pyre 122nd year of Ascendancy at 19:11 see stats
By Arena the Lich Adventurer level 41
78th Pyre 122nd year of Ascendancy at 13:56 see stats
By Arena the Yeek Adventurer level 10
74th Pyre 122nd year of Ascendancy at 21:46 see stats
By Arena the Yeek Adventurer level 20
75th Pyre 122nd year of Ascendancy at 15:51 see stats
By Arena the Lich Adventurer level 30
76th Pyre 122nd year of Ascendancy at 16:38 see stats
By Arena the Lich Adventurer level 40
78th Pyre 122nd year of Ascendancy at 09:01 see stats
By Arena the Lich Adventurer level 45
79th Pyre 122nd year of Ascendancy at 16:10 see stats
By Arena the Lich Adventurer level 32
77th Pyre 122nd year of Ascendancy at 04:55 see stats
By Arena the Lich Adventurer level 25
76th Pyre 122nd year of Ascendancy at 06:07 see stats
By Arena the Lich Adventurer level 43
79th Pyre 122nd year of Ascendancy at 02:08 see stats
Log
Arena performs a melee critical strike against Rej Arkatis!
Arena's spell attains critical power!
Arena performs a melee critical strike against Rej Arkatis!
Arena surges with earthen power!
You unleash a crippling blast of earthen energy!
Rej Arkatis is crippled.
Arena's spell attains critical power!
You unleash a blast of numbing darkness!
Rej Arkatis is weakened by the darkness!
Arena's spell attains critical power!
Arena's spell attains critical power!
Arena's spell attains critical power!
Arena's spell attains critical power!
Arena's spell attains critical power!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Madness (Roguelike) difficulty)!
Welcome to level 46 [Golem (servant of Arena)].
Golem (servant of Arena) has 56 stat point(s), 9 class talent point(s) to spend. Select golem (servant of Arena) in the party list and press G to use them.
Welcome to level 46 [Worm that walks (servant of Arena)].
Worm that walks (servant of Arena) has 72 stat point(s), 18 class talent point(s), 9 generic talent point(s) to spend. Select worm that walks (servant of Arena) in the party list and press G to use them.
Welcome to level 46 [Arena].
Arena has 310 stat point(s), 197 class talent point(s), 138 generic talent point(s), 29 category point(s), 9 prodigies point(s) to spend. Press p to use them.
Raze hits Rej Arkatis for 104 darkness, 316 darkness, 329 darkness, 339 darkness, 372 darkness, 293 darkness, 369 darkness (2123 total damage).
Arena hits Rej Arkatis for 555 physical, 1332 physical, 285 fire, 103 arcane, 137 lightning (2412 total damage).
Elemental Surge hits Rej Arkatis for 1729 physical damage.
Endless Woes hits Rej Arkatis for 2198 darkness, 1947 physical (4145 total damage).
Endless Woes killed Rej Arkatis!
Arena receives 3 healing (4 psi heal).