Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.45 |
Addons | Items Vault 0.9.45 |
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 41 / 64% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 64 (base 60) |
Dexterity | 18 (base 11) |
Constitution | 65 (base 60) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 57 (base 41) |
Resources
Life | 1192/1192 |
Mana | 365/365 |
Stamina | 162/162 |
Equilibrium | 0 |
Healing Factor | 1.1 |
Regeneration | 1.595 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 162 |
Accuracy | 55 |
Crit Chance | 50% |
APR | 11 |
Speed | 1.11 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 26.65 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +11% |
Fire | +20% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
Defense: Base
Armour (hardiness) | 42 (100%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 26 |
Physical Save | 32.575 |
Spell Save | 9.8 |
Mental Save | 22.6 |
Defense: Resistances
Lightning | + 22%( 70%) |
Acid | + 22%( 70%) |
Cold | + 27%( 70%) |
Physical | + 20%( 70%) |
Arcane | + 24%( 70%) |
Fire | + 45%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Pinning Resistance | 65% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker |
talent | Precise Strikes |
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 | blood-soaked pair of iron boots of phasing (0 def, 3 armour) blood-soaked pair of iron boots of phasing (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Fatigue: +2% Changes stats: +3 Mag / +2 Wil It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +6% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | rushing elven-wood totem of cure illness [power 3] (20 cooldown) rushing elven-wood totem of cure illness [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +2 Rushing Claws It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's steel ring of aether (+11%) warrior's steel ring of aether (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties. |
On fingers | sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +7 Dex Rings can have magical properties. |
Around waist | rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.20 Healing mod.: +10% A belt that goes around your waist. |
In main hand | Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 151.99 fire damage, and flames will be left dealing a further 35.23 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
On hands | dwarven-steel gauntlets of war-making (0 def, 2 armour) dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Critical mult.: +16.00% Spell crit. chance: +8% Mental crit. chance: +11% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | hardened dwarven-steel plate armour (5 def, 19 armour) hardened dwarven-steel plate armour (5 def, 19 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 Fatigue: +24% Changes resistances: +6% physical / +9% fire / +9% cold / +8% lightning / +8% acid A suit of armour made of metal plates. |
Cloak | cashmere cloak of mindcraft (2 def, 0 armour) cashmere cloak of mindcraft (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Cun / +3 Wil Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's gold amulet of cunning (+9) wanderer's gold amulet of cunning (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +9 Cun / +5 Con Amulets can have magical properties. |
Inventory
duelist's healing infusion (heal 89) duelist's healing infusion (heal 89)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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 89 life. Its effects scale with your Dexterity 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. |
heroism infusion (+6 for 7 turns, die at -340) heroism infusion (+6 for 7 turns, die at -340)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 7 turns. Also while Heroism is active, you will only die when reaching -340 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
movement infusion (797% speed; 8 turns) movement infusion (797% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 797% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion (heal 87 over 5 turns) regeneration infusion (heal 87 over 5 turns)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 87 life over 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. |
sneak's movement infusion (843% speed; 6 turns) sneak's movement infusion (843% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 843% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 7; power 22; turns 4; dispells darkness) sun infusion (rad 7; power 22; turns 4; 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: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 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. |
acid wave rune (69 acid damage) acid wave rune (69 acid damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 69.00 acid damage. 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. |
duelist's manasurge rune (885% regen over 10 turns; 44 instant mana) duelist's manasurge rune (885% regen over 10 turns; 44 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 885% over 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. 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. |
psychic's shielding rune (absorb 156 for 5 turns) psychic's shielding rune (absorb 156 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 156 damage for 5 turns. Its effects scale with your Willpower stat. 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. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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. |
steel battleaxe of nature (18.5-27.75 power, 2 apr) steel battleaxe of nature (18.5-27.75 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 40% nature When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +10% nature Massive two-handed battleaxes. |
balanced dwarven-steel greatmaul (44.5-66.75 power, 2 apr) balanced dwarven-steel greatmaul (44.5-66.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 Defense: +10 Massive two-handed maul. |
psychic's voratun greatsword (61.5-98.4 power, 4 apr) psychic's voratun greatsword (61.5-98.4 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +5 Wil Mindpower: +12 Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% to slow target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Creates a wake of temporal energy that deals 30.07 damage in a beam, as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns. Each target you hit with Rethread will reduce your Paradox by 2. The damage will increase with your Paradox and Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
icy voratun mace of torment (45.5-63.7 power, 6 apr) icy voratun mace of torment (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +15 ice When wielded/worn: Changes resistances penetration: +12% mind / +10% darkness Blunt and deadly. |
ethereal dragonbone vilestaff of protection (30-36 power, 6 apr, darkness damage) ethereal dragonbone vilestaff of protection (30-36 power, 6 apr, darkness damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +5 Changes resistances: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Damage Shield penetration: +37% Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of fate (30-36 power, 6 apr, arcane damage) greater dragonbone magestaff of fate (30-36 power, 6 apr, arcane damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane / +30% fire / +30% cold / +30% lightning Talent granted: +1 Command Staff Physical save: +7 Spell save: +6 Mental save: +4 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning damage) shimmering elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes damage: +25% lightning Talent granted: +1 Command Staff Maximum mana: +146.00 Spellpower: +22 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
balanced orichalcum trident of evisceration (54.5-87.2 power, 16 apr) balanced orichalcum trident of evisceration (54.5-87.2 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Accuracy: +14 Physical crit. chance: +18.0% Physical power: +14 Defense: +15 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orichalcum trident of the mystic (50-80 power, 16 apr) psychic's orichalcum trident of the mystic (50-80 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +12 Wil / +6 Cun Spellpower: +14 Mindpower: +6 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thought-forged stralite waraxe (33.5-46.9 power, 5 apr) thought-forged stralite waraxe (33.5-46.9 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +12 mind Damage conversion: 45% mind When wielded/worn: Changes stats: +1 Wil One-handed war axes. |
voratun waraxe of banishment (39-54.6 power, 6 apr) voratun waraxe of banishment (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage against: +30% Demon When wielded/worn: Changes stats: +3 Wil One-handed war axes. |
stormlord's cashmere robe (2 def, 0 armour) stormlord's cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +6 Wil Changes resistances: +7% lightning / +11% cold Changes damage: +14% lightning / +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour of cold resistance (2 def, 4 armour) iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +16% cold A suit of armour made of mail. |
874 alchemist agate 874 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
bright dragonbone wand of detection [power 13] (15 cooldown) bright dragonbone wand of detection [power 13] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to detect the presence of creatures around you (rad 13), placing all other charms into a 15 cooldown. When used: 100% chances to regenerate 11 positive energy. 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 Arenatry the Cornac Berserker level 18
76th Pyre 122nd year of Ascendancy at 04:10 see stats
By Arenatry the Cornac Berserker level 35
79th Pyre 122nd year of Ascendancy at 06:50 see stats
By Arenatry the Cornac Berserker level 40
1st Mirth 122nd year of Ascendancy at 10:43 see stats
By Arenatry the Cornac Berserker level 10
75th Pyre 122nd year of Ascendancy at 01:25 see stats
By Arenatry the Cornac Berserker level 20
76th Pyre 122nd year of Ascendancy at 10:51 see stats
By Arenatry the Cornac Berserker level 30
77th Pyre 122nd year of Ascendancy at 17:01 see stats
By Arenatry the Cornac Berserker level 40
1st Mirth 122nd year of Ascendancy at 08:16 see stats
By Arenatry the Cornac Berserker level 40
1st Mirth 122nd year of Ascendancy at 14:48 see stats
By Arenatry the Cornac Berserker level 22
76th Pyre 122nd year of Ascendancy at 19:52 see stats
By Arenatry the Cornac Berserker level 37
79th Pyre 122nd year of Ascendancy at 23:30 see stats
By Arenatry the Cornac Berserker level 28
77th Pyre 122nd year of Ascendancy at 10:34 see stats
Log
Talent Stunning Blow is ready to use.
There is an item here: time-warped sword
There is an item here: shimmering elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning damage)
You pickup 0.85 gold pieces.
Ran for 3 turns (stop reason: object seen).
Arenatry picks up (n.): time-warped sword.
Arenatry picks up (r.): shimmering elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning damage).
You pickup 0.85 gold pieces.
Talent Death Dance is ready to use.
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Arenatry deactivates Berserker.
Arenatry activates Berserker.
Arenatry deactivates Precise Strikes.
Arenatry activates Precise Strikes.
Lore found: Blade of Distorted Time
You can read all your collected lore in the game menu, by pressing Escape.
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...