Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Ignore Race/Class Locks 1.0.4 Stone Wardens DLC Class 1.0.3 Hireable Companions 1.0.4 Dwarven Adventurer 1.0.4 Infinite500: Revised high level play for ToME v1.10c 1.0.4 Items Vault 1.0.3 Adjustable Talent/Stat/Generic Point Multiplier 1.0.3 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Arcane Blade |
| Level / Exp | 38 / 53% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 91 (base 60) |
| Dexterity | 68 (base 60) |
| Constitution | 88 (base 60) |
| Magic | 68 (base 60) |
| Willpower | 76 (base 60) |
| Cunning | 67 (base 60) |
Resources
| Life | 1416/1416 |
| Mana | 367/367 |
| Stamina | 306/306 |
| Healing Factor | 1.12 |
| Regeneration | 6.104 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +29.181053733966% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 188 |
| Accuracy | 71 |
| Crit Chance | 56% |
| APR | 3 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 52.382452594753 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46.666666666667 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Lightning | +9% |
| Fire | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 62.057825718703 (71.25%) |
| Defense | 30.15 |
| Ranged Defense | 39.888090463838 |
| Fatigue | 11 |
| Physical Save | 44.8 |
| Spell Save | 50.716666666667 |
| Mental Save | 40.933333333333 |
Defense: Resistances
| Nature | + 40%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 26%( 70%) |
| Acid | + 58%( 70%) |
| Fire | + 65%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 50% |
| Poison Resistance | 80% |
| Blind Resistance | 79% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Arcane Shield |
| talent | Inner Power |
| talent | Precise Strikes |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Arcane Feed |
| talent | Shielding |
| talent | Fiery Hands |
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 | reinforced pair of drakeskin leather boots of phasing (0 def, 8 armour) reinforced pair of drakeskin leather boots of phasing (0 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +3 Mag / +4 Wil Changes resistances: +8% fire / +12% cold / +7% lightning / +8% acid It can be used to blink to a nearby random location, placing all other charms into a 15 cooldown. A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of accuracy (23/23, 16.5-19.8 power, 2 apr) barbed pouch of steel shots of accuracy (23/23, 16.5-19.8 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy: +7 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 23 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +5 bleed Shots are used with slings to pummel your foes to death. |
| On hands | heroic drakeskin leather gloves of the iron hand (0 def, 8 armour) heroic drakeskin leather gloves of the iron hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +28 Mental save: +11 Maximum life: +65.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | dragonslayer's voratun helm (0 def, 5 armour) dragonslayer's voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% fire / +15% cold / +13% lightning / +11% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of the badger (dig speed 18 turns) iron pickaxe of the badger (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's gold ring of nature (+30%) marksman's gold ring of nature (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +30% nature Changes damage: +15% nature Rings can have magical properties. |
| On fingers | titan's voratun ring of warding titan's voratun ring of wardingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +19% fire / +20% cold / +10% lightning / +12% acid Physical save: +10 Rings can have magical properties. |
| Around neck | shielding steel amulet of strength (+3) shielding steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +13% light Blindness immunity: +29% Amulets can have magical properties. |
| In main hand | balanced stralite greatmaul of massacre (66.5-99.75 power, 3 apr) balanced stralite greatmaul of massacre (66.5-99.75 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +12 Defense: +6 Massive two-handed maul. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Around waist | rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.20 Healing mod.: +12% A belt that goes around your waist. |
Inventory
healing infusion (heal 156) healing infusion (heal 156)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 156 life. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 21; turns 5; dispells darkness) sun infusion (rad 7; power 21; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 22; turns 3; dispells darkness) sun infusion (rad 7; power 22; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 11) controlled phase door rune of the wizard (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (469 fire damage) heat beam rune of the wizard (469 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6.00 Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 468.67 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 9; power 26; dur 4) phase door rune (range 9; power 26; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Armylin the Glimmerwilter (30.5-45.75 power, 2 apr) Armylin the Glimmerwilter (30.5-45.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +4 light When wielded/worn: Accuracy: +6 Physical crit. chance: +21.0% Defense: +9 Changes resistances: +6% fire Changes resistances penetration: +5% fire Light radius: +3 Massive two-handed battleaxes. |
balanced voratun battleaxe of purging (54.5-81.75 power, 4 apr) balanced voratun battleaxe of purging (54.5-81.75 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +16 nature When wielded/worn: Accuracy: +10 Defense: +12 Massive two-handed battleaxes. |
blazebringer's voratun battleaxe of evisceration (56-84 power, 4 apr) blazebringer's voratun battleaxe of evisceration (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage conversion: 47% fire When wielded/worn: Physical crit. chance: +14.0% Physical power: +18 Changes resistances penetration: +12% fire Global speed: +5% Massive two-handed battleaxes. |
Layoriabeth the steel dagger (10-13 power, 6 apr) Layoriabeth the steel dagger (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 mind / +15 darkness Damage conversion: 23% mind Damage against: +14% Humanoid When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% mind Hate per kill: +1.00 Mindpower: +4 Heals friendly targets nearby when you use a nature summon: +20 Sharp, short and deadly. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +10% physical / +8% light Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
voratun dagger (40-52 power, 9 apr) voratun dagger (40-52 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
arcing steel greatsword of phasing (20-32 power, 11 apr) arcing steel greatsword of phasing (20-32 power, 11 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +11 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +21% Damage when this weapon hits: +10 lightning Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% to slow target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Creates a wake of temporal energy that deals 68.07 damage in a beam, as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns. Each target you hit with Rethread will reduce your Paradox by 4. The damage will increase with your Paradox and Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
thunderous voratun longsword of massacre (55.5-77.7 power, 6 apr) thunderous voratun longsword of massacre (55.5-77.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% lightning daze When wielded/worn: Changes stats: +4 Str / +2 Dex / +4 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +9% lightning Sharp, long, and deadly. |
glacial drakeskin leather sling of true flight glacial drakeskin leather sling of true flightRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Attack speed: 80% Firing range: +10 Damage when this weapon hits(ranged): +13 ice When wielded/worn: Accuracy: +11 Physical crit. chance: +10.0% Armour: +10 Changes resistances penetration: +10% cold Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of lightning mighty hardened leather sling of lightningRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +8 Damage when this weapon hits(ranged): +13 lightning When wielded/worn: Physical power: +7 Changes stats: +3 Str Changes damage: +12% lightning Slings are used to hurl stones or metal shots at your foes. |
blighted dragonbone starstaff (30-36 power, 6 apr, darkness damage) blighted dragonbone starstaff (30-36 power, 6 apr, darkness damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum vim: +21.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (30-36 power, 6 apr, cold damage) dragonbone magestaff (30-36 power, 6 apr, cold damage)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff (25-30 power, 5 apr, darkness damage) elven-wood vilestaff (25-30 power, 5 apr, darkness damage)Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff (25-30 power, 5 apr, temporal damage) ethereal elven-wood starstaff (25-30 power, 5 apr, temporal damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +5 Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Damage Shield penetration: +14% Staves designed for wielders of magic, by the greats of the art. |
ethereal elven-wood starstaff (25-30 power, 5 apr, temporal damage) ethereal elven-wood starstaff (25-30 power, 5 apr, temporal damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +3 Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Damage Shield penetration: +17% Staves designed for wielders of magic, by the greats of the art. |
searing iron plate armour of delving (3 def, 7 armour) searing iron plate armour of delving (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes stats: +5 Str Damage when the wearer hits(melee): 9 fire / 10 acid Damage when the wearer is hit: 9 fire / 9 acid Light radius: +2 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
343 alchemist agate 343 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. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
forceful dragonbone totem of cure illness [power 4] (12 cooldown) forceful dragonbone totem of cure illness [power 4] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to removes up to 4 diseases from the target, placing all other charms into a 12 cooldown. When used: 100% chance to regenerate 13 stamina. Natural totems are made by powerful wilders to store nature power. |
defiled elven-wood wand of firewall [power 249] (4 cooldown) defiled elven-wood wand of firewall [power 249] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum vim: +13.00 It can be used to creates a wall of flames lasting for 4 turns (dam 249 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered dragonbone wand of illumination [power 19] (5 cooldown) overpowered dragonbone wand of illumination [power 19] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to light the area (rad 19), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of lightning [power 210] (4 cooldown) volcanic elven-wood wand of lightning [power 210] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +2 Volcano It can be used to fire a beam of lightning (dam 70-210), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Malice the Ghoul Arcane Blade level 19
76th Pyre 122nd year of Ascendancy at 04:05 see stats
Arena Battler 50
Got to wave 50 in the arena.By Malice the Ghoul Arcane Blade level 33
79th Pyre 122nd year of Ascendancy at 08:23 see stats
Level 10
Got a character to level 10.By Malice the Ghoul Arcane Blade level 10
75th Pyre 122nd year of Ascendancy at 04:16 see stats
Level 20
Got a character to level 20.By Malice the Ghoul Arcane Blade level 20
76th Pyre 122nd year of Ascendancy at 06:55 see stats
Level 30
Got a character to level 30.By Malice the Ghoul Arcane Blade level 30
78th Pyre 122nd year of Ascendancy at 07:58 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Malice the Ghoul Arcane Blade level 38
1st Mirth 122nd year of Ascendancy at 10:52 see stats
Size matters
Did over 600 damage in one attack.By Malice the Ghoul Arcane Blade level 35
79th Pyre 122nd year of Ascendancy at 17:52 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Malice the Ghoul Arcane Blade level 33
79th Pyre 122nd year of Ascendancy at 08:09 see stats
Log
Malice uses Retch.
Resting starts...
Talent Retch is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Malice uses Retch.
Resting starts...
Talent Retch is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Malice uses Retch.
Resting starts...
Talent Retch is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Malice uses Retch.
Resting starts...
Talent Retch is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Malice uses Retch.
Resting starts...
Talent Retch is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
