








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Doomed |
| Level / Exp | 41 / 72% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 23.289133225328 (base 10) |
| Constitution | 56 (base 39) |
| Magic | 14 (base 10) |
| Willpower | 62 (base 60) |
| Cunning | 61 (base 60) |
Resources
| Life | 1227/1227 |
| Hate | 57/100 |
| Healing Factor | 1.3551196314423 |
| Regeneration | 9.2825694753794 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 9 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 37 |
| Crit Chance | 19% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 37 |
| Crit Chance | 17% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Light | +6% |
| Physical | +5% |
| Cold | +10% |
| Arcane | +8% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Mind | +10% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 25 |
| Mental Save | 40 |
Defense: Resistances
| Lightning | + 42%( 70%) |
| Acid | + 36%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 53%( 70%) |
| Mind | + 13%( 70%) |
| Physical | + 36%( 71%) |
| Fire | + 23%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 93% |
| Bleed Resistance | 100% |
| Confusion Resistance | 32% |
| Fear Resistance | 100% |
| Knockback Resistance | 43% |
| Poison Resistance | 80% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 619 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 127.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. |
Class Talents
| Cursed / Darkness | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.43 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Fears | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cursed / Force of will | 1.43 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Shadow Decoy |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.6)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +20% off-hand weapon damage Power 2+: -3 Luck, +12 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 86% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 9.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.6)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +5% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.6)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 39 mind and 38 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 64 Mind damage, and deal 61 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.6)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+27% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 | restorative pair of hardened leather boots of evasion (Madness) (7 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +7 (+3 eff.) HP.reg +3.00 Heal.mod +16% Curse of Madness Evasion: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | scorching dwarven lantern of the sun1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% light Melee Ret 12 fire ----- def ----- Resists +12% darkness +7% fire Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 64.59 light damage. At talent level 3 you gain 13% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | aegis cashmere wizard hat of the Brotherhood (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +1 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +3.00 Curse of Nightmares Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 119 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
| On fingers | stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +9 See.Invis +15 Rings make your fingers look great! |
| Around neck | mindweaver's steel amulet of perfection (0.13 Cursed / One with shadows,0.13 Cursed / Force of will)0.1 T2 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +11% ---------- misc Masteries +0.13 Cursed/Force of will +0.13 Cursed/One with shadows Amulets make your neck look great! |
| In main hand | Eye of Winter (Madness) (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Madness This mindstar glows with a dim cool light, but seems somehow incomplete. |
| Around waist | rough leather belt of life (Misfortune)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +10% Curse of Misfortune A belt that goes around your waist. |
| In off hand | gifted vined mindstar of balance (Madness) (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Curse of Madness 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. |
| Cloak | resilient elven-silk cloak of implacability (Madness) (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -50.00 life Max.HP +48.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (Corpses) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Curse of Corpses Send out a range 5 beam of kinetic energy, dealing 47.04 to 58.80 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion (heal 81; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 185; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 250; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 27%; physical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 21%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 145; dur 4; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 145.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 17; resist 24%; move 46%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 24% all resistance, you move 46% faster, and you are invisible (power 17). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 12; resist 29%; move 47%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 29% all resistance, you move 47% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 68; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +14% blight Poison- +20% Disease- +25% Amulets make your neck look great! |
gold amulet of constitution (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
stabilizing steel amulet of willpower (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +14% temporal Pinning- +23% Knockbk- +23% Amulets make your neck look great! |
warrior's steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
gold ring of arcana (+0.12/turn)0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +27% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
gold ring of nature (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature Rings make your fingers look great! |
painweaver's steel ring of sensing (Shrouds)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +9 (+7 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% all ----- def ----- Blind- +22% ---------- misc Infravis +4 See.Stealth +11 See.Invis +6 Curse of Shrouds Rings make your fingers look great! |
Moon (Misfortune) (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 Curse of Misfortune A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
acidic stralite dagger of crippling (Misfortune) (26-34 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 While equipped: dps ---------- Phys.crit +9.0% Curse of Misfortune Sharp, short and deadly. |
plaguebringer's stralite greatsword of vileness (Nightmares) (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +21 blight On Hit: 20% Epidemic 4 On Hit: * 30% chance to reduce strength, dexterity, and constitution by 8 While equipped: ----- def ----- Disease- +24% Curse of Nightmares Massive two-handed swords. |
dwarven-steel longsword (Nightmares) (21-29 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Curse of Nightmares Sharp, long, and deadly. |
stralite longsword 'Gloruratta' (Nightmares) (35-49 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 31 * Create an explosion dealing 15 lightning damage (1/turn) On Crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +9 (+4 eff.) Dmg.mod +16% lightning Res.pen +9% lightning Acc +8 (+5 eff.) ----- def ----- Defense +9 (+4 eff.) Resists +6% blight Max.HP +40.00 Disease- +10% Silence- +20% Disarm- +26% Curse of Nightmares Sharp, long, and deadly. |
creative mossy mindstar of resolve (Corpses) (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Corpses 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. |
creative vined mindstar of life (Misfortune) (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar Curse of Misfortune 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. |
mossy mindstar of life (Nightmares) (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +15.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Curse of Nightmares 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. |
halfling rough leather sling of flare (Madness) (1/1)4.0 T1 sling 1H weapon [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Dmg.mod +10% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Curse of Madness Flare: Level 4.5 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 13 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. Slings are used to hurl stones or metal shots at your foes. |
Gravitational Staff (Nightmares) (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+15 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Curse of Nightmares Gravity Spike: Level 4.5 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 69.28 physical (gravity) damage. Each target moved beyond the first increases the damage by 8.66 (up to a maximum of 34.64 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
blighted dragonbone starstaff (Misfortune) (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +25 (+15 eff.) Dmg.mod +30% light ---------- misc Vim/s.crit +3.00 Max.vim +21.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (Nightmares) (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+9 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of might (Madness) (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+9 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff of breaching (Shrouds) (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+11 eff.) Dmg.mod +25% physical Res.pen +12% physical Phasing +17% ----- def ----- Defense +18 (+9 eff.) Shield.pwr +9% ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
shimmering yew vilestaff of invocation (Shrouds) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+11 eff.) S.pwr/crit +6 Dmg.mod +20% fire ---------- misc Mana/turn +0.16 Max.mana +42.00 Talents +1 Command Staff Curse of Shrouds Conjure elemental energy in a radius 6 cone, dealing 13.20 to 15.84 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
blazebringer's orichalcum trident (Shrouds) (52-82 power, 16 apr)3.0 T5 trident 2H weapon Reqs Str 48 [Ego+] Nature Power 51.5 - 82.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +66 fire While equipped: dps ---------- All.spd +15% Res.pen +20% fire Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Wrap of Stone (Shrouds) (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Curse of Shrouds Stone Wall: Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 64.17 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
linen robe (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of power (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+8 eff.) Dmg.mod +5% all ----- def ----- Resists +7% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of fire (+25%) (Nightmares) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +17% fire ----- def ----- Resists +13% all +25% fire Mind.save +22 (+7 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (Madness) (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Curse of Madness Telekinetic Leap: Level 4.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
grounding pair of iron boots of tirelessness (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +13.00 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of iron boots of tirelessness (Nightmares) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots (Shrouds) (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +2 Curse of Shrouds A pair of boots made of leather. |
cashmere wizard hat of decomposition (Madness) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +3% fire +5% nature +4% acid +5% blight +4% cold +5% darkness Curse of Madness A pointy cloth hat, very wizardly... |
686 alchemist agate0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
powerful yew totem of stinging [power 248] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 248 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood wand of clairvoyance [power 12] (15 cooldown)2.0 T4 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 12, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of conjuration [power 200] (15 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 200 fire damage Puts all charms on 15 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of clairvoyance [power 14] (15 cooldown)2.0 T5 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 14, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elven-wood wand of lightning storm [power 326] (15 cooldown)2.0 T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 72 lightning damage and will be dazed for 1 turn (361 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of lightning storm [power 284] (11 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 63 lightning damage and will be dazed for 1 turn (315 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Puts all charms on 15 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Daimulathalevon the Ghoul Doomed level 21
76th Pyre 122nd year of Ascendancy at 06:51 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Daimulathalevon the Ghoul Doomed level 36
79th Pyre 122nd year of Ascendancy at 06:41 see stats
Level 10 (Roguelike)
Got a character to level 10.By Daimulathalevon the Ghoul Doomed level 10
75th Pyre 122nd year of Ascendancy at 02:53 see stats
Level 20 (Roguelike)
Got a character to level 20.By Daimulathalevon the Ghoul Doomed level 20
75th Pyre 122nd year of Ascendancy at 22:00 see stats
Level 30 (Roguelike)
Got a character to level 30.By Daimulathalevon the Ghoul Doomed level 30
78th Pyre 122nd year of Ascendancy at 02:38 see stats
Level 40 (Roguelike)
Got a character to level 40.By Daimulathalevon the Ghoul Doomed level 40
1st Mirth 122nd year of Ascendancy at 03:28 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Daimulathalevon the Ghoul Doomed level 41
1st Mirth 122nd year of Ascendancy at 09:39 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Daimulathalevon the Ghoul Doomed level 41
1st Mirth 122nd year of Ascendancy at 09:07 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Unseen Force is ready to use.
Talent Ruined Earth is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.




























































































