








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verdant Class Pack 1.7.2Content 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: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 43 / 29% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 61 (base 41) |
Dexterity | 70 (base 60) |
Constitution | 45 (base 14) |
Magic | 22 (base 10) |
Willpower | 15 (base 10) |
Cunning | 63 (base 60) |
Resources
Life | 1237/1237 |
Stamina | 198/198 |
Healing Factor | 1.2511689881047 |
Regeneration | 0.31279224702617 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Barehand
Damage | 108 |
Accuracy | 49 |
Crit Chance | 25% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Physical | -5% |
Arcane | +3% |
Offense: Damage Penetration
All | +31% |
Defense: Base
Armour (hardiness) | 12 (44.574340358689%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 22 |
Mental Save | 23 |
Defense: Resistances
Acid | + 42%( 70%) |
Lightning | + 24%( 70%) |
Cold | + 31%( 70%) |
Mind | + 31%( 70%) |
Physical | + 17%( 70%) |
Fire | + 40%( 70%) |
All | + 8%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 38% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 890% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Tactical | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Trained Reactions |
beneficial effect | Countering melee attacks: Has a 38% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Melee+ 6 acid 5 fire 6 cold 4 lightning Dmg.mod +3% arcane ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +10 ice +6 lightning +4 fire +9 arcane +23 acid On Crit.r2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 130.5 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. |
Tool | ![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 482 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Acc +10 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Spell.save +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Resists +17% acid +17% fire +18% lightning +20% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +9 Con ----- def ----- Resists +25% mind Confus- +38% Amulets make your neck look great! |
Main armor | ![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 15 fire Melee Ret 12 acid 13 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +20% acid +13% fire A suit of armour made of leather. |
Light source | ![]() 2.0 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. |
Cloak | ![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 59.01 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +5% fire +5% cold Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to cleanse magic from the target, doing 104.00 manaburn damage, and dispelling a magical effect from the target. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 139.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% Blind- +20% ---------- misc Max.enc +22 Infravis +3 See.Stealth +7 See.Invis +8 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +12 Str +10 Dex dps ---------- Phys.spd +10% Dmg.mod +14% physical Acc +68 (+20 eff.) Massive two-handed battleaxes. |
![]() 4.0 T5 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +30 acid While equipped: Stats +9 Str dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +26% acid Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 11.33 arcane and 11.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+12 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +27 (+13 eff.) Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon [Ego+] Nature Power 55.5 - 88.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +21 nature On Crit.r2 +33 acid +37 nature While equipped: dps ---------- Res.pen +14% acid +31% nature Apr +19 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 53.0 - 84.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str +14 Dex +13 Mag +13 Wil +17 Cun +13 Con dps ---------- Phys.crit +14.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 50.5 - 80.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +63 lightning +41 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Mov.spd +55% Res.pen +35% lightning +24% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +44 lightning +52 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Mov.spd +39% Res.pen +19% lightning +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +9 Mag ---------- misc Mana/turn +0.13 Max.mana +40.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +15% light +15% fire Stealth +10 Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +8 Wil dps ---------- Dmg.mod +10% lightning +12% physical +7% cold ----- def ----- Resists +6% lightning +8% cold +9% blight +13% all Max.HP +88.00 HP.reg +3.30 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 94 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T5 feet armor [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +5 Phys.save +12 (+6 eff.) Spell.save +13 (+7 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Mind.pwr +9 (+5 eff.) Melee+ 17 mind 30 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Mind.save -10 (-6 eff.) ---------- misc Mana/turn +0.36 Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +14 arcane On Hit: 10% Reproach 5 On Hit: 10% Elemental Bolt 5 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Max.HP +35.00 HP.reg +3.20 Heal.mod +12% A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +26 Fatigue +22% Resists +10% acid +9% physical +13% cold +11% lightning +39% fire A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Arcane A part of set. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 phys.bleed ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +6% ---------- misc Talents +2 Block Bone Armour: Level 2.0 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 483 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
![]() 0.0 T1 black 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% lightning +10% fire +10% cold +10% physical ---------- misc Wards +2 lightning +1 temporal +1 light +2 fire +1 nature +1 acid +2 physical +1 darkness +1 blight +2 cold +1 mind +1 arcane Talents +2 Ward Masteries +0.20 Spell/Elementalism Chromatic Orb: Level 2.0 Pwr.cost 20 out of 24/24. Range 20 Travel.spd 300% of base Is a spell Description: Fire a slowish bolt of a random element doing 93.66 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
![]() 2.0 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 (+8 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 55 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 107 lightning damage and will be dazed for 1 turn (536 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 345 lightning damage Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 94 lightning damage and will be dazed for 1 turn (470 total damage) Puts all charms on 15 cooldown 100% to heal for 81. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 72 lightning damage and will be dazed for 1 turn (362 total damage) Puts all charms on 15 cooldown 100% to heal for 54. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
By Dirt the Orc Brawler level 19
76th Pyre 122nd year of Ascendancy at 02:20 see stats
By Dirt the Orc Brawler level 37
79th Pyre 122nd year of Ascendancy at 10:50 see stats
By Dirt the Orc Brawler level 10
74th Pyre 122nd year of Ascendancy at 23:30 see stats
By Dirt the Orc Brawler level 20
76th Pyre 122nd year of Ascendancy at 06:23 see stats
By Dirt the Orc Brawler level 30
77th Pyre 122nd year of Ascendancy at 23:05 see stats
By Dirt the Orc Brawler level 40
1st Mirth 122nd year of Ascendancy at 04:00 see stats
By Dirt the Orc Brawler level 42
1st Mirth 122nd year of Ascendancy at 18:58 see stats
By Dirt the Orc Brawler level 42
1st Mirth 122nd year of Ascendancy at 18:51 see stats
By Dirt the Orc Brawler level 39
1st Mirth 122nd year of Ascendancy at 01:03 see stats
Log
New Achievement: Master of Arena!
Rej Arkatis explodes into a shower of gore!
Welcome to level 43 [Dirt].
Dirt has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Dirt roars triumphantly.
Dirt hits Rej Arkatis for 116 physical, 8 cold, 19 acid, 2 fire, 8 arcane, 5 lightning, 12 acid (174 total damage).
Dirt killed Rej Arkatis!
Dirt is no longer inspired.
Talent Clinch is ready to use.
Talent Open Palm Block is ready to use.
Talent Flurry of Fists is ready to use.
Talent Set Up is ready to use.
Talent Take Down is ready to use.
Talent Axe Kick is ready to use.
There is an item here: spellstreaming drakeskin leather gloves of sorrow (0 def, 3 armour)
Dirt picks up (s.): spellstreaming drakeskin leather gloves of sorrow (0 def, 3 armour).
Talent Touch of Death is ready to use.
Talent Rush is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.