









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Frost Invoker 1.6.7Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Actually Usable Bathe in Light 1.6.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Class: Fallen 1.6.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Adventurer Evolutions 1.6.1Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.6.7Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.6.6Donators/Buyers bonus! Auto Talent Assistant 1.6.7Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 Additional Boss Pack 1.6.6More Boss! Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Recaiden's Undead Racepack 1.6.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. QuickTome QoL Changes 1.6.7Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Rod of Dissipation 1.6.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Cheaper Mastery 1.6.4Lowers cost for mastery upgrades to half a category point, making mastery upgrades a much better option than they are now. Dance of the Edge 1.6.7Introduces the Blade Dancer, a dual-wielding Warrior subclass whose style revolves around shifting between different forms ("dances") in order to prevail in any combat situation. Each dance is quite powerful, becoming more so with more Talent Point investment, but only a limited number of dances can be active at once. The Blade Dancer's key trait is flexibility. There are myriad ways to build this character, all of them with great potential for entertaining gameplay. Class Features:Eight New Talent Trees - Five core dances: Dance of the Moons, Storm, Torrent, Mountain, and Leaf. Each dance improves aspects of your character, as well as granting access to powerful techniques while active. Spread your talent points across multiple dances, or focus on just one or two. Other Talent trees allow you to improve your dances or even mesh them together into deadly combinations. Unique starting Area - Human, Elf, Halfling, and Dwarf Blade Dancers will start in a new, unique starting area, with a couple of novel critters and a new boss at the end. Class-Specific Quest - Upon finishing their starting area, Human, Elf, Halfling, and Dwarf Blade Dancers will gain access to a class-specific sidequest that runs parallel to the main game. Completing this quest grants access to a nice peice of equipment. Auto-Scumming - Many of the dances raise your core stats while active. To keep the player from constantly ducking in and out of menus, stat requirements for gear and talent-learning will automatically adjust to accomodate those dances that are learned, but currently inactive. Other Addon Features:New Bosses - Not every Blade Dancer is a hero. A handful of renegades roam Maj'Eyal, looking to ruin someone's day... New Boss Artifacts - ...at least those renegade Blade Dancers carry some decent gear with them. Barbarian Evolution for Berserker 1.6.7Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Comfortably Generous Levels 1.6.7Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Custom Difficulty 1.6.7Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Verdant Class Pack 1.6.7Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Arena |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dread |
| Class | Bulwark (Juggernaut) |
| Level / Exp | 41 / 50% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 82 (base 60) |
| Dexterity | 59 (base 60) |
| Constitution | 65 (base 60) |
| Magic | 80 (base 60) |
| Willpower | 102 (base 60) |
| Cunning | 68 (base 60) |
Resources
| Life | 1834/1834 |
| Stamina | 385/385 |
| Healing Factor | 1.4125 |
| Regeneration | 26.67718412532 |
Speed
| Mental | -1.3433698597964E-12% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 48.183301449766 |
| See Invisible | 55.183301449766 |
| Stealth | 76.425406583706 |
Offense: Mainhand
| Damage | 197 |
| Accuracy | 74 |
| Crit Chance | 62% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Light | +20% |
| Blight | +16% |
| Physical | +17% |
| Acid | +16% |
| All | +10% |
Offense: Damage Penetration
| Physical | +8% |
| Lightning | +17% |
Defense: Base
| Armour (hardiness) | 88.317506853958 (90.416666666667%) |
| Defense | 66 |
| Ranged Defense | 70 |
| Fatigue | 22 |
| Physical Save | 67 |
| Spell Save | 80 |
| Mental Save | 54 |
Defense: Resistances
| Arcane | + 36%( 70%) |
| Mind | + 42%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 55%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 36%( 70%) |
| Fire | + 56%( 70%) |
| Darkness | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 32% |
| Silence Resistance | 24% |
| Bleed Resistance | 100% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Undead / Dreadmaster | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Battle tactics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Undead / Mummified | 1.11 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Mummy | 1.37 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/1 |
| Undead / Dreadlord | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Walking Blasphemy |
| talent | Shield Wall |
| talent | Precise Strikes |
| talent | Shattering Impact |
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 | blightbringer's pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +4 Wil +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% blight Res.pen +8% physical ----- def ----- Armour +5 Disease- +32% Blindside: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | 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. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 11 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 24.20 mind and 24.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 24. Terrified: Deals 6.05 mind and 6.05 darkness damage per turn and increases cooldowns by 37%. Haunted: Causes the target to suffer 9.45 mind and 9.45 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Phys.save +15 (+4 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +28% Unarmed combat: Power 111% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 6.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+3 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 121 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | painweaver's copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +5% all ----- def ----- Silence- +24% ---------- misc Mana/turn +0.12 Rings can have magical properties. |
| On fingers | painweaver's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +5% all Acc +10 (+2 eff.) Apr +11 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | enraging voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Blind- +32% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets can have magical properties. |
| In main hand | elemental voratun longsword of evisceration (151% power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Arcane/Master Power 151% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 98 lightning damage (1/turn) On Crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) Dmg.mod +20% lightning Res.pen +17% lightning Sharp, long, and deadly. |
| Around waist | reinforced hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Armour +9 Defense +7 (+2 eff.) Phys.save +11 (+3 eff.) A belt that goes around your waist. |
| In off hand | Obstinate Force (15 def, 8 armour, 100% power, 220 block)7.0 T4 shield armor [Unique] Psionic When used to Attack: Power 172% Range: 1.2x Uses 100% Wil, 50% Mag Dmg Mind Mastery Weapons Mastery Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +220 While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +15 (+4 eff.) Rng.Def +15 (+3 eff.) Fatigue +10% Resists +25% mind +25% physical Phys.save +5 (+1 eff.) Spell.save +5 (+1 eff.) ---------- misc Talents +4 Block This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it. |
| Cloak | murderer's cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +7 (+2 eff.) Apr +5 ----- def ----- Defense +8 (+2 eff.) Resists +12% light +11% fire Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Arcane While equipped: Stats +5 Str +6 Mag +4 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +7% Phys.pwr +14 (+3 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +17 (+4 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +13% lightning +18% light +15% darkness A suit of armour made of mail. |
Inventory
oxygen infusion (stamina 179 over 10 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to restore 179 stamina and air over 10 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 322; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 22%; mental; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 8; phase 25; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 25%, your defense is increased by 25 and all your resistances by 25%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune (range 4; phase 14; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
ethereal rune (power 10; resist 24%; move 39%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 39% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mindweaver's gold amulet of perfection (0.28 Technique / Combat techniques,0.28 Technique / Combat training)0.1 T3 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) Confus- +17% ---------- misc Masteries +0.28 Technique/Combat techniques +0.28 Technique/Combat training Amulets can have magical properties. |
vitalizing gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +4 Con dps ---------- Melee+ 11 light 5 darkness Dmg.mod +5% light +8% darkness On Melee Ret: * 7% chance to reduce damage dealt by 31% * 8% chance to blind ----- def ----- Phys.save +12 (+3 eff.) Max.HP +54.00 HP.reg +1.00 Amulets can have magical properties. |
mindweaver's stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% Spell.pwr +10 (+3 eff.) Mind.pwr +13 (+3 eff.) Dmg.mod +13% blight +11% fire ----- def ----- Mind.save +13 (+5 eff.) Confus- +13% Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.33 Technique / Combat techniques,0.33 Technique / Combat veteran)0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +50.00 HP.reg +8.00 ---------- misc Masteries +0.33 Technique/Combat techniques +0.33 Technique/Combat veteran Amulets can have magical properties. |
mindweaver's voratun amulet of perfection (0.31 Technique / Shield defense,0.31 Technique / Combat techniques)0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +13 (+3 eff.) ----- def ----- Mind.save +13 (+5 eff.) Confus- +21% ---------- misc Masteries +0.31 Technique/Shield defense +0.31 Technique/Combat techniques Amulets can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +10 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 99% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
painweaver's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +17 (+4 eff.) Dmg.mod +5% all ----- def ----- Max.HP +68.00 HP.reg +10.00 Heal.mod +15% Rings can have magical properties. |
psionicist's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Wil ----- def ----- Mind.save +14 (+5 eff.) Max.HP +84.00 HP.reg +12.00 Heal.mod +15% Rings can have magical properties. |
Staff of Destruction (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Fire Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
potent dragonbone starstaff of warding (146% power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego] Arcane Power 146% Range: 1.2x Uses 130% Mag Dmg Physical Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +18 (+5 eff.) Dmg.mod +37% light ----- def ----- Armour +6 Defense +6 (+1 eff.) ---------- misc Wards +2 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ivory Carver (136% power, 20 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +5.0% Atk.spd 100% Melee+ +10 light While equipped: dps ---------- Acc +10 (+2 eff.) Carved from the horn of a strange beast from distant Tar'Eyal, this bright white battleaxe seems to cut through metal with ease. |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Eksatin's Ultimatum (175% power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
caustic orichalcum trident of crippling (165% power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 166% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +13 acid +30 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Res.pen +21% acid +28% nature Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling orichalcum trident of massacre (179% power, 16 apr)3.0 T5 trident 2H weapon [Ego] Arcane/Master Power 180% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +14 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident (164% power, 16 apr)3.0 T5 trident 2H weapon [Normal] Power 164% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental stralite longsword (137% power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane Power 137% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 98 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +11% cold Res.pen +20% cold Sharp, long, and deadly. |
enhanced voratun mace of massacre (169% power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Nature/Master Power 169% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +5 Mag +8 Wil +8 Cun +8 Con Blunt and deadly. |
truestriking dwarven-steel waraxe of rage (120% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 121% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Res.pen +5% physical Acc +16 (+4 eff.) Apr +7 One-handed war axes. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 45% Str, 55% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
plaguebringer's voratun dagger of ruin (147% power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 147% Range: 1.3x Uses 45% Dex, 50% Mag, 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Phys.crit +13.0% Crit.mult +15.00% Apr +9 ----- def ----- Disease- +23% Sharp, short and deadly. |
wrathful living mindstar of storms (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +2 Dex +4 Mag +6 Wil +3 Cun +5 Con dps ---------- Mind.crit +10% Mind.pwr +10 (+3 eff.) Melee+ 14 lightning Dmg.mod +12% lightning Res.pen +13% lightning ----- def ----- Resists +7% lightning ---------- misc Hate/m.crit +5.00 Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 4.0 Pwr.cost 10 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
barbed quiver of elven-wood arrows (17/17, 167% power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 167% Range: 1.4x Uses 70% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 17 On Crit: * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 50% Mag, 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
crackling voratun shield of cold resistance (+13%) (0 def, 10 armour, 100% power, 218 block)7.0 T5 shield armor [Ego+] Arcane/Master When used to Attack: Power 183% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +218 Melee+ +11 lightning While equipped: Stats +3 Dex dps ---------- Melee Ret 16 lightning ----- def ----- Armour +10 Fatigue +8% Resists +13% lightning +22% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Robe of Force (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 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 67.08 to 83.85 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +15% acid +10% physical +12% fire +16% cold ----- def ----- Resists +13% acid +15% physical +15% fire +13% cold +11% all ---------- misc Mana/turn +0.26 Psi/turn +0.18 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 9 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +15% all Max.HP +68.00 HP.reg +3.40 Heal.mod +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour of resilience (20 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +46.00 A suit of armour made of leather. |
marauder's drakeskin leather armour of the deep (28 def, 12 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +8 Str +8 Dex ----- def ----- Armour +12 Defense +28 (+7 eff.) Fatigue +8% Resists +10% acid +12% cold Phys.save +8 (+2 eff.) ---------- misc Breathe water A suit of armour made of leather. |
rejuvenating iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
rejuvenating voratun mail armour of delving (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Nature/Master While equipped: Stats +7 Str ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +16% darkness +10% physical HP.reg +4.30 ---------- misc Stam/turn +2.00 Light +2 Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
voratun mail armour of implacability (5 def, 16 armour)14.0 T5 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +16 Defense +5 (+1 eff.) Fatigue +4% Phys.save +10 (+3 eff.) A suit of armour made of mail. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of dwarven-steel boots of spellbinding (0 def, 4 armour)3.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +32% Stun/Frz- +23% ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of voratun boots of speed (20 def, 5 armour)3.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +8 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
spellstreaming drakeskin leather gloves of the starseeker (0 def, 3 armour)1.0 T4 hands armor [Ego++] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.crit +9% Spell.pwr +16 (+5 eff.) ----- def ----- Armour +3 Resists +8% light +9% darkness ---------- misc Mana/turn +0.40 Infravis +1 Unarmed combat: Power 135% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +15 arcane On Crit.r2 +47 light +22 darkness On Hit: 10% Elemental Bolt 5 Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 74.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor [Ego++] Master While equipped: Stats +6 Str +3 Dex +3 Wil +3 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+2 eff.) Disarm- +26% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 139% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +15 Crit +14.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
steady voratun gauntlets of regeneration (0 def, 3 armour)1.5 T4 hands armor [Ego+] Nature/Psionic While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+2 eff.) Mind.save +8 (+3 eff.) HP.reg +5.20 Disarm- +33% ---------- misc Stam/turn +1.10 Psi/turn +0.40 Unarmed combat: Power 134% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Perfect Control 5 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
miner's rough leather cap of constitution (+2) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
grounding hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +10% temporal Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 348.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +7 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 348.0 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
werebeast's drakeskin leather cap of fortune (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +5 Str +4 Dex +7 Cun +5 Con +8 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% ----- def ----- Armour +5 Fatigue +5% Resists -28% light A cap made of leather. |
catburglar's iron helm of dexterity (+8) (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +8 Dex ----- def ----- Armour +3 Fatigue +5% Resists +12% darkness ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
malachite malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+4 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
large geode large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
547 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
evasive elven-wood wand of lightning storm [power 434] (9 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 112 lightning damage and will be dazed for 1 turn (564 total damage) Puts all charms on 9 cooldown 100% to gain a 34% 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. |
extending elven-wood wand of lightning storm [power 350] (9 cooldown)2.0 T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 91 lightning damage and will be dazed for 1 turn (455 total damage) Puts all charms on 9 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of shielding [power 590] (18 cooldown)2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 590 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Insane (Roguelike) difficulty)
Got to wave 20 in the arena.By yeek the Mummy Bulwark level 20
76th Pyre 122nd year of Ascendancy at 07:55 see stats
Arena Battler 50 (Insane (Roguelike) difficulty)
Got to wave 50 in the arena.By yeek the Dread Bulwark level 37
79th Pyre 122nd year of Ascendancy at 15:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By yeek the Mummy Bulwark level 1
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By yeek the Mummy Bulwark level 10
75th Pyre 122nd year of Ascendancy at 01:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By yeek the Mummy Bulwark level 20
76th Pyre 122nd year of Ascendancy at 07:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By yeek the Dread Bulwark level 30
78th Pyre 122nd year of Ascendancy at 03:40 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By yeek the Dread Bulwark level 40
1st Mirth 122nd year of Ascendancy at 13:46 see stats
Master of Arena (Insane (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By yeek the Dread Bulwark level 40
1st Mirth 122nd year of Ascendancy at 19:21 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By yeek the Dread Bulwark level 37
79th Pyre 122nd year of Ascendancy at 15:23 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By yeek the Dread Bulwark level 28
77th Pyre 122nd year of Ascendancy at 22:48 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By yeek the Mummy Bulwark level 1
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By yeek the Mummy Bulwark level 1
74th Pyre 122nd year of Ascendancy at 11:00 see stats
XXX the Destroyer (Insane (Roguelike) difficulty)
Earned the rank of Destroyer in the arena.By yeek the Dread Bulwark level 38
1st Mirth 122nd year of Ascendancy at 03:13 see stats
Log
Yeek aims less carefully.
Talent Block is ready to use.
Talent Assault is ready to use.
Talent Corrupting Touch is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Rush is ready to use.
Yeek's skin returns to normal.
Talent Perfect Strike is ready to use.
Talent Battle Shout is ready to use.
Talent Juggernaut is ready to use.
You don't see how to get there...
You don't see how to get there...
Dread deactivates Blur Sight.
Yeek deactivates Walking Blasphemy.
Yeek deactivates Shield Wall.
Yeek deactivates Daunting Presence.
Yeek deactivates Precise Strikes.
Yeek deactivates Shattering Impact.
Dread deactivates Blur Sight.

















































































































