






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Adventurer |
| Level / Exp | 43 / 90% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 31 (base 12) |
| Dexterity | 58 (base 36) |
| Constitution | 52 (base 31) |
| Magic | 89 (base 60) |
| Willpower | 37 (base 14) |
| Cunning | 62 (base 44) |
Resources
| Mana | 376/396 |
| Psi | 352/352 |
| Life | 548/548 |
| Paradox | 387 |
| Soul | 12/12 |
| Healing Factor | 1.439329218765 |
| Regeneration | 19.071112148636 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 42 |
| Crit Chance | 24% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 35% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Physical | +11% |
| Temporal | +8% |
Offense: Damage Penetration
| Physical | +8% |
| Temporal | +9% |
Defense: Base
| Armour (hardiness) | 6 (48.304188961773%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 51 |
| Mental Save | 55 |
Defense: Resistances
| Blight | + 38%( 70%) |
| Physical | + 30%( 70%) |
| Nature | + 39%( 70%) |
| All | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 13% |
| Fear Resistance | 100% |
| Stun Resistance | 73% |
| Poison Resistance | 80% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 545 damage for 5 turns. Its effects scale with your Magic 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 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: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 13 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
| Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spellbinding | 1.00 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Master of bones | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Matrix |
| talent | Reaping |
| talent | Extension |
| talent | Temporal Hounds |
| talent | Spellcraft |
| talent | Through The Crowd |
| talent | Phase Pulse |
| talent | Beyond the Flesh |
| beneficial effect | The target is walking in its own retch, negating the natural ghoul's speed penalty. Retched |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
| beneficial effect | The time distortion has created a restoration field, healing the target for 15 each turn. Temporal Restoration Field |
| beneficial effect | The target's spellpower has been increased by 7. Spellsurge |
| beneficial effect | The target is surrounded by a time distortion, absorbing 262/551 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 53%. Time Shield |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| Psionic focus | citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 fingers | rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +23% Life regen: +3.00 Rings make your fingers look great! |
| Around waist | balancing hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Dex / +5 Mag / +5 Wil / +3 Cun Spell crit. chance: +4% Mental crit. chance: +8% A belt that goes around your waist. |
| In main hand | potent yew vilestaff of might (138% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 138% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +23% darkness Talent granted: +1 Command Staff Spellpower: +11 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 5.4 Power cost: 20 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Main armor | ancient silk robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Wil / +8 Mag Changes resistances: +13% all Changes resistances penetration: +9% temporal / +8% physical Changes damage: +8% temporal / +11% physical Silence immunity: +21% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | restorative elven-silk cloak of implacability (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% nature / +16% blight Physical save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Life regen: +10.00 Only die when reaching: -50.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's stralite amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil / +3 Mag Mental save: +7 (+2 eff.) Confusion immunity: +13% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
Inventory
healing infusion (heal 68; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 274; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 77; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a cone dealing 77.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.manasurge rune (regen 657% over 10 turns; mana 33; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 657% for 10 turns (128 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 932% over 10 turns; mana 47; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 932% for 10 turns (182 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 121; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 121 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% nature / +11% blight Poison immunity: +22% Disease immunity: +20% Amulets make your neck look great! |
stabilizing gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +26% Amulets make your neck look great! |
stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
starlit gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% light / +11% darkness Blindness immunity: +23% Cut immunity: +50% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 245 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
wanderer's steel amulet of mastery (0.16 Corruption / Plague)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Talent mastery: +0.16 Corruption / Plague Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
iron battleaxe (118% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 119% Range: 1.5x Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
Spelldrinker (143% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 144% Range: 1.3x Uses stats: 38% Wil, 59% Cun, 20% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 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. |
This item will automatically be transmogrified when you leave the level.iron dagger (117% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 117% Range: 1.3x Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron dagger (118% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 119% Range: 1.3x Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of massacre (127% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 127% Range: 1.3x Uses stats: 54% Wil, 54% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
flaming steel greatsword of the mystic (138% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 139% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +3 Mag / +2 Wil Spellpower: +9 (+2 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.iron greatsword (131% power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
steel greatsword (140% power, 2 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
chilling steel longsword of massacre (138% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 138% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron longsword (119% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 120% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron longsword (120% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 121% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (121% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 122% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword of daylight (118% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 118% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 light Damage against: +5% Undead Sharp, long, and deadly. |
mossy mindstar of clarity (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +4 (+1 eff.) Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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 (77% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +13.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level.rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff of wizardry (125% power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 126% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +1 Wil Changes damage: +15% darkness Talent granted: +1 Command Staff Maximum mana: +32.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of fate (147% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 147% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of fate (156% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 156% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +37% fire Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Spellpower: +19 (+4 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
balanced iron waraxe (118% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 118% Range: 1.4x Uses stat: 108% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% One-handed war axes. |
rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +2 Str / +1 Con Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +15% darkness / +15% temporal Defense after a teleport: +18 Resist all after a teleport: +10% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +2 Con Maximum life: +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of time (+18%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +18% temporal Changes damage: +18% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +16 (+5 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Spell save: +17 (+6 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots (0 def, 5 armour)2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 A pair of boots made of leather. |
pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Mag / +4 Wil It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 blight Changes stats: +2 Mag Changes resistances: +5% blight Changes damage: +3% arcane / +4% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Changes resistances: +6% nature Changes damage: +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% fire / +5% cold A pointy cloth hat, very wizardly... |
iron helm of strength (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag / +4 Wil Spellpower: +3 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
stabilizing cashmere wizard hat of madness (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +7 Wil Physical save: +9 (+3 eff.) Mental save: +16 (+5 eff.) Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 144 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
quiver of ash arrows of accuracy (21/24, 132% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 133% Range: 1.4x Uses stats: 54% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 24 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of elm arrows (23/23, 124% power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 124% Range: 1.4x Uses stats: 54% Wil, 75% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 23 Arrows are used with bows to pierce your foes to death. |
463 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +5 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. |
Star Shot (18/20, 150% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 150% Range: 1.2x Uses stat: 125% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
This item will automatically be transmogrified when you leave the level.pouch of iron shots (17/17, 120% power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 121% Range: 1.2x Uses stat: 125% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Shots are used with slings to pummel your foes to death. |
focusing steel torque of psionic shield [power 51] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of mindblast [power 150] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 170] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 189 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
ash wand of lightning storm 'Gleamtyphoon' [power 326] (21 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% light / +3% mind Changes damage: +12% light / +6% mind It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 65 lightning damage and will be dazed for 1 turn (326 total damage) Activation puts all charms on cooldown for 21 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * 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. |
innervating yew wand of lightning storm [power 260] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (260 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 24% for 2 turns. 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 conjuration [power 480] (22 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 480 lightning damage Activation puts all charms on cooldown for 22 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of clairvoyance [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 31. 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 Hitme tes the Ghoul Adventurer level 22
76th Pyre 122nd year of Ascendancy at 05:36 see stats
Arena Battler 50 (Insane (Roguelike) difficulty)
Got to wave 50 in the arena.By Hitme tes the Ghoul Adventurer level 39
79th Pyre 122nd year of Ascendancy at 05:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hitme tes the Ghoul Adventurer level 10
74th Pyre 122nd year of Ascendancy at 23:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hitme tes the Ghoul Adventurer level 20
75th Pyre 122nd year of Ascendancy at 22:13 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Hitme tes the Ghoul Adventurer level 30
77th Pyre 122nd year of Ascendancy at 06:18 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Hitme tes the Ghoul Adventurer level 40
79th Pyre 122nd year of Ascendancy at 07:46 see stats
Master of Arena (Insane (Roguelike) difficulty)
Became the new master of the arena in 60-wave mode.By Hitme tes the Ghoul Adventurer level 43
1st Mirth 122nd year of Ascendancy at 08:38 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hitme tes the Ghoul Adventurer level 4
74th Pyre 122nd year of Ascendancy at 14:56 see stats
Log
Melee retaliation hits Rej Arkatis for (19 to psi shield), 28 physical (28 total damage).
Rej Arkatis's Beyond the Flesh hits Armoured skeleton warrior for (108 absorbed), 25 physical, (9 absorbed), 0 mind, (42 absorbed), 0 darkness, (12 absorbed), 0 physical (25 total damage).
Temporal hound hits Rej Arkatis for (9 to psi shield), 14 temporal, (9 to psi shield), 14 physical (28 total damage).
Hitme tes receives 44 healing (20 psi heal) from Hitme tes's purging blight area effect.
Armoured skeleton warrior receives 45 healing from Hitme tes's purging blight area effect.
Skeleton master archer receives 45 healing from Hitme tes's purging blight area effect.
Armoured skeleton warrior hits Rej Arkatis for (38 to psi shield), 57 physical, 22 lightning (79 total damage).
Armoured skeleton warrior hits Rej Arkatis for (36 to psi shield), 54 physical (54 total damage).
Armoured skeleton warrior uses Block.
Rej Arkatis is confused and fails to use Mindlash.
Spikes of Decrepitude hits Rej Arkatis for (6 to psi shield), 8 cold, 28 darkness (36 total damage).
Hitme tes receives 15 healing (6 psi heal) from Temporal Restoration Field.
Temporal hound misses Rej Arkatis.
Rej Arkatis stops regenerating health quickly.
Rej Arkatis's willpower rush ends.
Rej Arkatis has returned to its natural state.
Temporal hound's is vulnerable to attacks and effects!
Rej Arkatis's Beyond the Flesh hits Temporal hound for 83 physical, 27 mind, 37 darkness, 9 physical (156 total damage).
Armoured skeleton warrior uses Overpower.
Quest 'The Arena' completed! (Press 'j' to see the quest log)
Personal New Achievement: Master of Arena (Insane (Roguelike) difficulty)!
Armoured skeleton warrior hits Rej Arkatis for (49 to psi shield), 76 physical, 22 lightning, (30 to psi shield), 45 physical, 21 lightning, (7 to psi shield), 10 light, 26 darkness, (28 to psi shield), 42 physical (242 total damage).
Armoured skeleton warrior killed Rej Arkatis!
Hitme tes receives 44 healing (20 psi heal) from Hitme tes's purging blight area effect.
Armoured skeleton warrior receives 45 healing from Hitme tes's purging blight area effect.
Skeleton master archer receives 45 healing from Hitme tes's purging blight area effect.
Talent Torture Souls is ready to use.
Hitme tes receives 15 healing (6 psi heal) from Temporal Restoration Field.





































































































