







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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.
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:
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:
Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. |
| Campaign | Arena |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Sun Paladin |
| Level / Exp | 45 / 100% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 174 (base 100) |
| Dexterity | 101 (base 100) |
| Constitution | 117 (base 100) |
| Magic | 114 (base 100) |
| Willpower | 105 (base 100) |
| Cunning | 101 (base 100) |
Resources
| Life | 1784/1784 |
| Positive | 92/92 |
| Stamina | 249/249 |
| Healing Factor | 1.5597642174999 |
| Regeneration | 19.794557606903 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 10 |
| See Stealth | 99.762824704187 |
| See Invisible | 106.76282470419 |
Offense: Mainhand
| Damage | 270 |
| Accuracy | 82 |
| Crit Chance | 117% |
| APR | 4 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +69% |
| Physical | +15% |
| Fire | +52% |
| All | +5% |
Offense: Damage Penetration
| Light | +54% |
| Physical | +17% |
Defense: Base
| Armour (hardiness) | 28 (74.708763900747%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 57 |
| Spell Save | 62 |
| Mental Save | 66 |
Defense: Resistances
| Physical | + 27%( 70%) |
| Light | + 70%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 76% |
| Bleed Resistance | 100% |
| Confusion Resistance | 26% |
| Stun Resistance | 22% |
| Disarm Resistance | 29% |
| Poison Resistance | 100% |
| Blind Resistance | 95% |
Inscriptions (3/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 422 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Whitehooves | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Aether Permeation |
| talent | Precise Strikes |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Righteous Strength |
| beneficial effect | You have 1 charges. Death Momentum |
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 | Gadir the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Spell.pwr +30 (+6 eff.) ----- def ----- Armour +3 Silence- +26% Confus- +26% Stun/Frz- +22% ---------- misc Stam/turn +1.20 Mana/turn +0.12 Mana/s.crit +2.00 Max.stam +32.00 A pair of boots made of leather. |
| Quiver | 41 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. |
| 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 | Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 5.4 Pwr.cost 26 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 7 into utter confusion (power: 52%) for 3 turns. The sound wave is so strong, your foes also take 344.70 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| On fingers | warrior's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +8 Resists +24% light Rings make your fingers look great! |
| On fingers | mule's stralite ring of sensing0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +25% ---------- misc Max.enc +24 Infravis +4 See.Stealth +7 See.Invis +14 Rings make your fingers look great! |
| Around neck | vitalizing voratun amulet0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +11 (+3 eff.) Max.HP +43.00 HP.reg +4.00 Amulets make your neck look great! |
| In main hand | warbringer's voratun battleaxe of evisceration (56-83 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Master Power 55.5 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con dps ---------- Phys.crit +21.0% Phys.pwr +34 (+7 eff.) Res.pen +17% physical ----- def ----- Disarm- +29% Massive two-handed battleaxes. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 3.5 Pwr.cost 12 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 126.97 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Around waist | blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+2 eff.) Stealth +6 A belt that goes around your waist. |
Inventory
regeneration infusion (heal 468; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
painweaver's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +9 (+3 eff.) Melee+ 19 physical Ranged+ 19 physical Dmg.mod +6% all On Hit (Melee): * 15% chance to reduce all saves and defense by 34 On Hit (Ranged): * 13% chance to reduce all saves and defense by 34 ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 12 cooldown Level 5.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 4.5 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 195.94 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
blazebringer's steel dagger of erosion (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +6 fire While equipped: dps ---------- All.spd +3% Res.pen +9% fire Sharp, short and deadly. |
steel greatsword of massacre (36-58 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Butcher (48-67 power, 12 apr)3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
flaming steel mace of phasing (14-20 power, 11 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +11 Crit +1.0% Atk.spd 100% Phasing +13% On Hit.r1 +10 fire Blunt and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 484.52 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative mossy mindstar of life (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +8.00% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.60 ---------- 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. |
magelord's dragonbone vilestaff of invocation (30-36 power, 6 apr, acid 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 ---------- Phys.crit +10.0% Spell.crit +5% Spell.pwr +31 (+7 eff.) S.pwr/crit +8 Melee+ 34 arcane Dmg.mod +30% acid ---------- misc Max.mana +58.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 77.51 to 93.01 acid damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff of might (25-30 power, 5 apr, lightning 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 +10.0% Spell.crit +15% Spell.pwr +21 (+5 eff.) Melee+ 22 arcane Dmg.mod +25% lightning ---------- misc Max.mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic orichalcum trident of paradox (54-87 power, 16 apr)3.0 T5 trident 2H weapon [Ego] Arcane Power 54.5 - 87.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +17 temporal On Crit: * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 While equipped: ----- def ----- Resists +17% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orichalcum trident of shearing (54-87 power, 16 apr)3.0 T5 trident 2H weapon [Ego++] Nature/Master Power 54.5 - 87.2 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 +28 acid +38 nature While equipped: dps ---------- Res.pen +26% acid +23% nature +21% all Acc +26 (+5 eff.) Apr +23 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orichalcum trident of massacre (64-103 power, 16 apr)3.0 T5 trident 2H weapon [Ego+] Arcane/Master Power 64.5 - 103.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 122 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +28% lightning Res.pen +24% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick blue-steel trident (18-30 power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Master Power 18.5 - 29.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +17 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick coral trident of daylight (12-20 power, 6 apr)3.0 T1 trident 2H weapon [Ego+] Arcane/Master Power 12.5 - 20.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.5% Atk.spd 100% Melee+ +10 light Against +14% Undead While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +13 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking coral trident of amnesia (12-19 power, 6 apr)3.0 T1 trident 2H weapon [Ego++] Master/Psionic Power 12.0 - 19.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% physical Acc +10 (+2 eff.) Apr +9 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced voratun waraxe of massacre (53-74 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 53.0 - 74.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +11 Str +9 Dex +8 Mag +11 Wil +11 Cun +13 Con One-handed war axes. |
warbringer's voratun waraxe of evisceration (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Con dps ---------- Phys.crit +10.0% Phys.pwr +25 (+5 eff.) Res.pen +11% physical ----- def ----- Disarm- +29% One-handed war axes. |
rejuvenating voratun mail armour of the deep (5 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +12% Resists +15% acid +5% cold HP.reg +8.00 ---------- misc Stam/turn +1.60 Breathe water A suit of armour made of mail. |
drakeskin leather armour of delving (20 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% darkness +6% physical ---------- misc Light +2 Track: Puts all charms on 17 cooldown Level 4.2 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
volcanic drakeskin leather armour of cold resistance (20 def, 16 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 7 fire Ranged+ 5 fire ----- def ----- Armour +16 Defense +20 (+5 eff.) Fatigue +8% Resists +20% physical +19% fire +23% cold A suit of armour made of leather. |
prismatic voratun plate armour of cold resistance (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +21% cold +19% light +17% darkness A suit of armour made of metal plates. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 119.82 to 149.77 light damage (based on Willpower and Cunning). Uses 7 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+3 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
118 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. |
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 (Madness (Adventure) difficulty)
Got to wave 20 in the arena.By IsiSun Arena the Whitehoof Sun Paladin level 23
76th Pyre 122nd year of Ascendancy at 06:10 see stats
Arena Battler 50 (Madness (Adventure) difficulty)
Got to wave 50 in the arena.By IsiSun Arena the Whitehoof Sun Paladin level 41
78th Pyre 122nd year of Ascendancy at 23:51 see stats
Grand Master (Madness (Adventure) difficulty)
Earned the rank of Grand Master in the arena.By IsiSun Arena the Whitehoof Sun Paladin level 29
77th Pyre 122nd year of Ascendancy at 02:38 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By IsiSun Arena the Whitehoof Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 23:38 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By IsiSun Arena the Whitehoof Sun Paladin level 20
75th Pyre 122nd year of Ascendancy at 21:26 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By IsiSun Arena the Whitehoof Sun Paladin level 30
77th Pyre 122nd year of Ascendancy at 04:50 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By IsiSun Arena the Whitehoof Sun Paladin level 40
78th Pyre 122nd year of Ascendancy at 17:51 see stats
Master of Arena (Madness (Adventure) difficulty)
Became the new master of the arena in 60-wave mode.By IsiSun Arena the Whitehoof Sun Paladin level 45
1st Mirth 122nd year of Ascendancy at 01:49 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By IsiSun Arena the Whitehoof Sun Paladin level 19
75th Pyre 122nd year of Ascendancy at 20:42 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By IsiSun Arena the Whitehoof Sun Paladin level 13
75th Pyre 122nd year of Ascendancy at 06:20 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By IsiSun Arena the Whitehoof Sun Paladin level 25
76th Pyre 122nd year of Ascendancy at 14:29 see stats
XXX the Destroyer (Madness (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By IsiSun Arena the Whitehoof Sun Paladin level 22
76th Pyre 122nd year of Ascendancy at 05:52 see stats
Log
You pickup 0.50 gold pieces.
There is an item here: Serpent's Glare (7-8 power, 15 apr, nature damage)
Lore found: Serpent's Glare
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: dialog is displayed).
IsiSun Arena picks up (i.): Serpent's Glare (7-8 power, 15 apr, nature damage).
Talent Lifeless Rush is ready to use.
Talent Mark of Light is ready to use.
You pickup 0.70 gold pieces.
There is nothing to pick up here.
You pickup 2.45 gold pieces.
There is an item here: creative mossy mindstar of life (2-3 power, 12 apr, nature damage)
IsiSun Arena picks up (j.): creative mossy mindstar of life (2-3 power, 12 apr, nature damage).
There is nothing to pick up here.
Resting starts...
Talent Perfect Strike is ready to use.
Talent Providence is ready to use.
Talent Judgement is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Blinding Speed is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
































































































