Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Arena |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Anorithil |
Level / Exp | 45 / 45% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 59 (base 54) |
Constitution | 15 (base 10) |
Magic | 65 (base 60) |
Willpower | 15 (base 10) |
Cunning | 75 (base 60) |
Resources
Life | 1320/1320 |
Positive | 121/152 |
Negative | 4/132 |
Healing Factor | 1.35 |
Regeneration | 59.436944500494 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 32 |
Accuracy | 37 |
Crit Chance | 33% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 22% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 3 |
Physical Save | 41 |
Spell Save | 45 |
Mental Save | 29 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 15 for 9 turns. While Heroism is active, you will only die when reaching -654 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 549% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 112.64 to 337.93 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) Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Hymn of Moonlight |
talent | Jumpgate |
talent | Corona |
talent | Chant of Fortitude |
beneficial effect | The target is gaining 6 positive energy each turn. Blazing Light |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is under protection and its life regeneration is boosted by 38. Providence |
beneficial effect | Projectiles aimed at the target are slowed by 63%. Warding |
beneficial effect | The target's light and darkness spell penetration has been increased by 59%. Totality |
beneficial effect | The target is protected from silence effects. Sanctity |
beneficial effect | The target's defense is increased by 39. Shifting Shadows |
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 | grounding pair of hardened leather boots of disengagement (0 def, 3 armour) grounding pair of hardened leather boots of disengagement (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Changes resistances: +7% lightning / +7% temporal It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
On hands | sand hardened leather gloves (0 def, 8 armour) sand hardened leather gloves (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 6 physical Changes damage: +6% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Belykira the Stokepower (2 def, 0 armour) Belykira the Stokepower (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 fire Changes stats: +1 Mag Changes resistances: +18% nature Changes damage: +6% physical / +4% darkness / +6% light / +12% nature / +6% temporal Life regen: +2.10 Mana each turn: +0.08 Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
Tool | iron torque of kinetic psionic shield [power 25] (20 cooldown) iron torque of kinetic psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's copper ring of sensing titan's copper ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Blindness immunity: +22% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings can have magical properties. |
On fingers | stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.00 Maximum life: +41.00 Healing mod.: +17% Rings can have magical properties. |
Around waist | hardened leather belt of magery hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spell crit. chance: +5% A belt that goes around your waist. |
Main armor | Shimmergrind the elven-silk robe (5 def, 0 armour) Shimmergrind the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +10 Cun Changes resistances: +16% blight / +30% lightning Changes resistances penetration: +20% lightning Changes damage: +26% lightning / +6% mind Critical mult.: +14.00% Life regen: +2.40 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +1.00 Maximum life: +52.00 Mindpower: +2 (+1 eff.) Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | cruel dragonbone starstaff (30-36 power, 6 apr, darkness element) cruel dragonbone starstaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 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: Physical crit. chance: +7.0% Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Cloak | thick elven-silk cloak of Iron Throne (3 def, 10 armour) thick elven-silk cloak of Iron Throne (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes stats: +3 Str / +1 Con Changes resistances: +19% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Inventory
sun infusion (rad 6; power 20; turns 4; dispells darkness) sun infusion (rad 6; power 20; 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: 16 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 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. |
sun infusion (rad 6; power 20; turns 3; dispells darkness) sun infusion (rad 6; power 20; turns 3; 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: 13 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 3 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. |
heat beam rune (164 fire damage) heat beam rune (164 fire damage)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: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 164.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
heat beam rune of the sneak (257 fire damage) heat beam rune of the sneak (257 fire damage)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: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 257.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning 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. |
heat beam rune of the titan (235 fire damage) heat beam rune of the titan (235 fire damage)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: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 235.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution 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. |
phase door rune (range 9; power 27; dur 5) phase door rune (range 9; power 27; dur 5)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
shielding rune of the duelist (absorb 227 for 4 turns) shielding rune of the duelist (absorb 227 for 4 turns)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 4 turns. 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. |
vision rune (radius 12; dur 13; see animal) vision rune (radius 12; dur 13; see animal)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 13 turns. Your mind will become more receptive for 13 turns, allowing you to sense any animal around. 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. |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +15 (+5 eff.) Maximum stamina: +25.00 Rings can have magical properties. |
magelord's elven-wood vilestaff of blasting (25-30 power, 5 apr, blight element) magelord's elven-wood vilestaff of blasting (25-30 power, 5 apr, blight element)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: 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: Physical crit. chance: +10.0% Damage (Melee): 21 arcane Changes damage: +25% blight Talent granted: +1 Command Staff Maximum mana: +48.00 Spellpower: +27 (+9 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 30.01 to 36.01 blight damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
grounding hardened leather belt grounding hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% lightning / +7% temporal A belt that goes around your waist. |
hardened leather belt of magery hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spell crit. chance: +4% A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of protection (1 def, 0 armour) resilient linen cloak of protection (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe of light (+21%) (5 def, 0 armour) elven-silk robe of light (+21%) (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +21% light Changes damage: +14% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of life (3 def, 0 armour) mindwoven silk robe of life (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +11% blight Mental save: +22 (+11 eff.) Life regen: +2.30 Maximum life: +58.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +5% Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
902 alchemist agate 902 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
hateful dwarven-steel torque of clear mind [power 2] (10 cooldown) hateful dwarven-steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
bright ash wand of conjuration [power 145] (10 cooldown) bright ash wand of conjuration [power 145] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element with (base) damage 72 to 145, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled dragonbone wand of conjuration [power 445] (10 cooldown) defiled dragonbone wand of conjuration [power 445] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +9.00 It can be used to fire a bolt of a random element with (base) damage 222 to 445, 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. |
overpowered dragonbone wand of conjuration [power 763] (17 cooldown) overpowered dragonbone wand of conjuration [power 763] (17 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 382 to 763, putting all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of conjuration [power 811] (17 cooldown) overpowered dragonbone wand of conjuration [power 811] (17 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 406 to 811, putting all charms on cooldown for 17 turns. 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 nope, the 2nd the Halfling Anorithil level 24
76th Pyre 122nd year of Ascendancy at 08:28 see stats
By nope, the 2nd the Halfling Anorithil level 40
79th Pyre 122nd year of Ascendancy at 14:36 see stats
By nope, the 2nd the Halfling Anorithil level 10
74th Pyre 122nd year of Ascendancy at 21:10 see stats
By nope, the 2nd the Halfling Anorithil level 20
75th Pyre 122nd year of Ascendancy at 19:23 see stats
By nope, the 2nd the Halfling Anorithil level 30
77th Pyre 122nd year of Ascendancy at 03:21 see stats
By nope, the 2nd the Halfling Anorithil level 40
79th Pyre 122nd year of Ascendancy at 09:03 see stats
By nope, the 2nd the Halfling Anorithil level 45
1st Mirth 122nd year of Ascendancy at 14:04 see stats
By nope, the 2nd the Halfling Anorithil level 39
79th Pyre 122nd year of Ascendancy at 06:26 see stats
By nope, the 2nd the Halfling Anorithil level 39
79th Pyre 122nd year of Ascendancy at 06:26 see stats
By nope, the 2nd the Halfling Anorithil level 39
79th Pyre 122nd year of Ascendancy at 06:26 see stats
By nope, the 2nd the Halfling Anorithil level 39
79th Pyre 122nd year of Ascendancy at 06:26 see stats
By nope, the 2nd the Halfling Anorithil level 32
77th Pyre 122nd year of Ascendancy at 18:10 see stats
Log
Nope is wreathed in flames on the brink of death!
Nope resists the knockback!
Nope, the 2nd's prismatic repulsion area effect hits Nope for 21 light, 24 darkness (45 total damage).
Nope, the 2nd's blazing light area effect hits Nope for 0 fire, 0 light (0 total damage).
Nope, the 2nd's defensive darkness area effect hits Nope for 41 darkness damage.
Nope, the 2nd's prismatic repulsion area effect hits Nope for 0 light, 0 darkness (0 total damage).
Nope, the 2nd's blazing light area effect hits Nope for 13 fire, 17 light (30 total damage).
Nope, the 2nd's defensive darkness area effect hits Nope for 0 darkness damage.
nope, the 2nd hits Nope for 130 darkness damage.
Nope misses nope, the 2nd.
nope, the 2nd hits Nope for 13 fire, 15 light (28 total damage).
Nope hits nope, the 2nd for (0 absorbed), 0 fire, (0 absorbed), 0 cold, (0 absorbed), 0 lightning, (0 absorbed), 0 arcane, (4 absorbed), 0 fire, (4 absorbed), 0 cold, (3 absorbed), 0 lightning, (4 absorbed), 0 arcane (0 total damage).
Nope, the 2nd's Corona hits Nope for 68 darkness damage.
Nope, the 2nd's Corona hits Nope for 59 light damage.
Nope, the 2nd's Corona hits Nope for 68 darkness damage.
Nope, the 2nd's Corona hits Nope for 59 light damage.
Nope, the 2nd's Corona hits Nope for 59 light damage.
The shield around nope, the 2nd crumbles.
Nope, the 2nd's spell attains critical power!
Hymn of Moonlight hits Nope for 107 darkness damage.
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Insane (Roguelike) difficulty)!
Nope, the 2nd's Corona hits Nope for 63 darkness damage.
Nope, the 2nd's Corona killed Nope!
Nope, the 2nd deactivates Jumpgate.
Nope, the 2nd deactivates Hymn of Moonlight.
The shroud of shadows around nope, the 2nd disappears.
Nope, the 2nd deactivates Corona.
Nope, the 2nd deactivates Chant of Fortitude.