








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Adventure |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 45 / 19% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 54 (base 53) |
| Magic | 84 (base 60) |
| Willpower | 78 (base 53) |
| Cunning | 30 (base 12) |
Resources
| Life | 819/819 |
| Mana | 623/623 |
| Soul | 10/11 |
| Healing Factor | 1.4097803169826 |
| Regeneration | 6.8374345373655 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 7 |
| Crit Chance | 11% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +24% |
| Darkness | +36% |
| Cold | +52% |
| All | +12% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 85 |
| Mental Save | 83 |
Defense: Resistances
| Darkness | + 72%( 74%) |
| Lightning | + 28%( 74%) |
| Cold | + 56%( 74%) |
| Temporal | + 28%( 74%) |
| Blight | + 22%( 74%) |
| Arcane | + 28%( 74%) |
| Fire | + 28%( 74%) |
| All | + 20%( 74%) |
Defense: Immunities
| Teleport Resistance | 49% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 49% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 136.64 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (836 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.56 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Lich | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Golden Age of Necromancy |
| talent | Erupting Shadows |
| talent | Doomed For Eternity |
| talent | Grim Shadow |
| talent | Reaping |
| talent | Hiemal Shield |
| beneficial effect | Physical power, spellpower and all saves increased by 50. Commander of the Dead |
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
| Tool | Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 228.16 temporal and 250.24 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
| On fingers | psionicist's stralite ring of perseverance0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Wil ----- def ----- Mind.save +12 (+2 eff.) HP.reg +4.00 Stun/Frz- +23% Rings make your fingers look great! |
| Around neck | protective gold amulet of mastery (0.26 Spell / Nightfall)0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Res.Cap +4% all Phys.save +11 (+3 eff.) ---------- misc Masteries +0.26 Spell/Nightfall Amulets make your neck look great! |
| In main hand | cruel dragonbone bonestaff of greater warding (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +15.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% cold ----- def ----- Armour +9 Defense +6 (+3 eff.) ---------- misc Wards +3 cold Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | mindwoven elven-silk wizard hat of frost (+15%) (3 def, 0 armour)2.0 T5 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Defense +3 (+1 eff.) Resists +15% cold ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+4 eff.) Mind.save +15 (+3 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
serendipitous gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck dps ---------- Acc +8 (+8 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
cleansing stralite amulet of vision0.1 T4 amulet jewelry [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +25% nature +11% blight Blind- +28% Poison- +21% Disease- +25% ---------- misc Infravis +8 Sight +2 See.Invis +9 Amulets make your neck look great! |
yew bonestaff of illumination (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 154.62 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood bonestaff of protection (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +23.00% Spell.pwr +19 (+5 eff.) Melee+ 23 fire Dmg.mod +25% cold ----- def ----- Resists +12% cold ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood starstaff of greater warding (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +19 (+5 eff.) Melee+ 38 arcane Dmg.mod +25% light ----- def ----- Armour +8 Defense +8 (+4 eff.) ---------- misc Max.mana +51.00 Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff of greater warding (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Armour +9 Defense +9 (+4 eff.) ---------- misc Wards +3 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful voratun greatmaul (68-103 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Psionic Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +23 darkness Against +19% Living Massive two-handed mauls. |
balanced steel greatsword of erosion (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +31% Massive two-handed swords. |
pulsing mindstar (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Normal] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% acid +23% physical +17% fire +12% cold ----- def ----- Resists +14% acid +17% physical +15% darkness +15% cold +15% fire +13% mind +15% all Phys.save +15 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +36 (+7 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +35.00 HP.reg +4.40 Heal.mod +12% A suit of armour made of leather. |
noble's drakeskin leather belt of magery1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +9 Mag +12 Wil +4 Cun dps ---------- Spell.crit +5% Against +35% Summoned ----- def ----- D.Red.from +39% Summoned A belt that goes around your waist. |
blood-soaked pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +6% acid ----- def ----- Armour +2 Fatigue +3% Resists +7% acid 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. |
thaloren drakeskin leather cap of constitution (+7) (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Con +7 Wil ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +11 (+2 eff.) A cap made of leather. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
1164 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+3 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 90 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. |
evasive yew wand of conjuration [power 210] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 235 acid damage Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of lightning storm [power 236] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (264 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. |
soothing yew wand of clairvoyance [power 11] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of conjuration [power 285] (18 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 319 acid damage Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elven-wood wand of lightning storm [power 368] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (412 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elven-wood wand of conjuration [power 275] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Fire a magical bolt dealing 418 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of conjuration [power 225] (12 cooldown)2.0 T4 wand charm [Ego] Arcane Fire a magical bolt dealing 342 cold damage Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating dragonbone wand of shielding [power 470] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 470 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 38% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing dragonbone wand of lightning storm [power 422] (15 cooldown)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 (472 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By Necrophage Nancy the Thalore Necromancer level 19
75th Pyre 122nd year of Ascendancy at 20:33 see stats
Arena Battler 50 (Nightmare (Adventure) difficulty)
Got to wave 50 in the arena.By Necrophage Nancy the Lich Necromancer level 38
78th Pyre 122nd year of Ascendancy at 23:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Necrophage Nancy the Thalore Necromancer level 10
74th Pyre 122nd year of Ascendancy at 20:56 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Necrophage Nancy the Thalore Necromancer level 20
76th Pyre 122nd year of Ascendancy at 01:35 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Necrophage Nancy the Lich Necromancer level 30
77th Pyre 122nd year of Ascendancy at 06:58 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Necrophage Nancy the Lich Necromancer level 40
79th Pyre 122nd year of Ascendancy at 09:35 see stats
Master of Arena (Nightmare (Adventure) difficulty)
Became the new master of the arena in 60-wave mode.By Necrophage Nancy the Lich Necromancer level 43
1st Mirth 122nd year of Ascendancy at 02:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Necrophage Nancy the Lich Necromancer level 40
79th Pyre 122nd year of Ascendancy at 13:54 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Necrophage Nancy the Thalore Necromancer level 10
75th Pyre 122nd year of Ascendancy at 01:25 see stats
XXX the Destroyer (Nightmare (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By Necrophage Nancy the Lich Necromancer level 28
76th Pyre 122nd year of Ascendancy at 23:16 see stats
Log
Darkness pulsates around Necrophage Nancy!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Nightmare (Adventure) difficulty)!
Welcome to level 44 [Necrophage Nancy].
Necrophage Nancy has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Welcome to level 45 [Necrophage Nancy].
Necrophage Nancy has 6 stat point(s), 3 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
Necrophage Nancy's Chill of the Tomb hits Rej Arkatis for 50 cold, 395 cold (445 total damage).
Necrophage Nancy's Chill of the Tomb killed Rej Arkatis!
Talent Invoke Darkness is ready to use.
Talent Ghost Walk is ready to use.
You pickup 2.45 gold pieces.
Talent Black Ice is ready to use.
Talent Crepuscule is ready to use.
Talent Dire Plague is ready to use.
Talent Chill of the Tomb is ready to use.
Talent River of Souls is ready to use.
Shadow casts Arcane Reconstruction.
Shadow receives 242 healing.
Talent Night Sphere is ready to use.
Shadow casts Phase Door.
Shadow casts Phase Door.
Your hiemal shield regenerates to full!
Talent Rune: Acid Wave is ready to use.




























































































