












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Summoner |
| Level / Exp | 39 / 11% |
| Size | small |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 20 (base 21) |
| Dexterity | 40 (base 26) |
| Constitution | 30 (base 24) |
| Magic | 18 (base 14) |
| Willpower | 60 (base 53) |
| Cunning | 60 (base 48) |
Resources
| Life | 952/952 |
| Equilibrium | 20 |
| Healing Factor | 1.4392147729954 |
| Regeneration | 7.8437205128247 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 52.441006431034 |
| See Invisible | 52.441006431034 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 55 |
| Crit Chance | 21% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 55 |
| Crit Chance | 19% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +12% |
| Darkness | +6% |
| Cold | +15% |
| Mind | +6% |
| Lightning | +10% |
Offense: Damage Penetration
| Cold | +12% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Light | + 32%( 70%) |
| Acid | + 15%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 19%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 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: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 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. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 80 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. |
| Runes | Effective talent level: 2.5 Rune: EtherealUse 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 40% faster, and you are invisible (power 29). Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Master Summoner |
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 | 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 12 power out of 20/20) : Effective talent level: 5.4 Power cost: 12 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. |
| 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 head | mindwoven cashmere wizard hat of lightning (+15%) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% lightning Changes damage: +10% lightning Psi each turn: +0.19 Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
| On hands | corrosive rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +2 Str Changes resistances: +5% acid Changes damage: +3% acid 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. |
| Tool | piercing steel torque of gale force [power 165] (9 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 165 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | marksman's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
| Around neck | wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
| In main hand | horrifying living mindstar of frost (15-16 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 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: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +18 Damage (Melee): 12 cold / 9 mind / 5 darkness Changes resistances: +9% cold Changes resistances penetration: +12% cold Changes damage: +15% cold / +6% mind / +6% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
| Around waist | hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 It can be used to create a temporary shield that absorbs 185 damage Activation puts all charms on cooldown for 18 turns. A belt that goes around your waist. |
| In off hand | blooming mossy mindstar (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 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 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +10 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. |
| Cloak | enveloping cashmere cloak of sorcery (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +4 Mag / +2 Wil Physical save: +8 (+4 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +8% blight / +11% all Life regen: +3.20 Maximum life: +47.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
teleportation rune of the wizard (range 38; cd 10)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 Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. 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 spell talent. |
insulating gold amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% fire / +14% cold Amulets make your neck look great! |
savior's voratun amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Physical save: +15 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +15 (+7 eff.) Amulets make your neck look great! |
stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes damage: +10% blight / +10% fire Critical mult.: +15.00% Spellpower: +8 (+5 eff.) Amulets make your neck look great! |
warrior's steel amulet of mastery (0.17 Wild-gift / Summoning (distance))Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical Talent mastery: +0.17 Wild-gift / Summoning (distance) Stamina each turn: +0.40 Amulets make your neck look great! |
steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
steady dragonbone longbow of fireRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +14 fire When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +8.0% Changes damage: +21% fire Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 38 temporal damage and slows enemies in radius 6 of the target by 48% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 6 power out of 10/10) : Effective talent level: 5.5 Power cost: 6 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 102% damage. Then teleport next to a second random enemy, attacking for 102% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
vined mindstar of frost (5-5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 5 cold Changes resistances: +6% cold Changes resistances penetration: +4% cold Changes damage: +5% cold Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Newly picked upash vilestaff of channeling (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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 damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower: +17 (+9 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (25-30 power, 5 apr, fire element)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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Spellpower: +12 (+7 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Newly picked uptruestriking deep-steel trident (28-44 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +14 Changes resistances penetration: +12% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insulating drakeskin leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +5% fire / +8% cold Mental save: +10 (+5 eff.) Spellpower: +9 (+5 eff.) A belt that goes around your waist. |
stargazer's silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% all Changes damage: +20% light / +5% darkness Spellpower: +7 (+4 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel helm of absorption (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Stamina when hit: +1.00 Equilibrium when hit: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
nimble hardened leather armour of clarity (15 def, 6 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +15 (+7 eff.) Fatigue: +8% Changes stats: +5 Dex Changes resistances: +6% mind Mental save: +15 (+7 eff.) Movement speed: +20% A suit of armour made of leather. |
rough leather armour of Eyal (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +2.00 Maximum life: +23.00 Healing mod.: +11% A suit of armour made of leather. |
386 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of quickening (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Star Shot (20/20, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex 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. |
evasive steel torque of gale force [power 170] (9 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 170 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing stralite torque of clear mind [power 3] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 57. Torques are made by powerful psionics to store psionic powers. |
evasive elm wand of conjuration [power 100] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 fire damage Activation puts all charms on cooldown for 9 turns. When used: * Gain a 11% 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. |
focusing dragonbone wand of lightning storm [power 542] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 119 lightning damage and will be dazed for 1 turn (596 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of shielding [power 290] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 21% 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 clairvoyance [power 11] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 11, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light 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 Normada the Halfling Summoner level 20
76th Pyre 122nd year of Ascendancy at 10:11 see stats
Arena Battler 50
Got to wave 50 in the arena.By Normada the Halfling Summoner level 34
79th Pyre 122nd year of Ascendancy at 18:53 see stats
Level 10
Got a character to level 10.By Normada the Halfling Summoner level 10
75th Pyre 122nd year of Ascendancy at 01:48 see stats
Level 20
Got a character to level 20.By Normada the Halfling Summoner level 20
76th Pyre 122nd year of Ascendancy at 10:11 see stats
Level 30
Got a character to level 30.By Normada the Halfling Summoner level 30
78th Pyre 122nd year of Ascendancy at 14:18 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Normada the Halfling Summoner level 38
2nd Mirth 122nd year of Ascendancy at 00:38 see stats
Log
Your summoned turtle disappears.
Talent Fire Drake is ready to use.
Rested for 1 turns (stop reason: taken damage).
Fire drake's devouring flames area effect hits Normada for 19 fire damage.
Fire drake's devouring flames area effect hits Stone golem for 14 fire damage.
Fire drake's devouring flames area effect hits War hound for 18 fire damage.
Resting starts...
Your summoned stone golem disappears.
Your summoned war hound disappears.
Talent Rune: Shatter Afflictions is ready to use.
Talent Hydra is ready to use.
Talent War Hound is ready to use.
Talent Stone Golem is ready to use.
Talent Frantic Summoning is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an item here: truestriking deep-steel trident (28-44 power, 10 apr)
Ran for 5 turns (stop reason: object seen).
Normada picks up (l.): truestriking deep-steel trident (28-44 power, 10 apr).
There is an item here: ash vilestaff of channeling (15-18 power, 3 apr, fire element)
Ran for 3 turns (stop reason: object seen).
Normada picks up (k.): ash vilestaff of channeling (15-18 power, 3 apr, fire element).
















































































