










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 44 / 84% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 150 (base 60) |
| Dexterity | 36 (base 25) |
| Constitution | 93 (base 60) |
| Magic | 30 (base 10) |
| Willpower | 37 (base 21) |
| Cunning | 41 (base 25) |
Resources
| Life | 1463/1463 |
| Stamina | 266/266 |
| Healing Factor | 1.6535279301985 |
| Regeneration | 29.19883228161 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 58.814721907274 |
| See Invisible | 58.814721907274 |
Offense: Mainhand
| Damage | 235 |
| Accuracy | 66 |
| Crit Chance | 42% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +28% |
Offense: Damage Penetration
| All | +10% |
Defense: Base
| Armour (hardiness) | 59.063402816797 (100%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 47 |
| Mental Save | 24 |
Defense: Resistances
| Physical | + 40%( 70%) |
| Acid | + 29%( 70%) |
| Darkness | + 25%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 564 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 684 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Bloodthirst | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
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 | Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| 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 | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On fingers | gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 21 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 21 Damage (Ranged): 5 physical Changes stats: +1 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | warrior's gold ring of the mountain (+13%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +13% physical Changes damage: +13% physical Rings make your fingers look great! |
| Around waist | drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Critical mult.: +8.00% A belt that goes around your waist. |
| In main hand | enhanced stralite battleaxe of shearing (47-70 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +10 Changes stats: +10 Str / +16 Dex / +16 Mag / +13 Wil / +14 Cun / +16 Con Changes resistances penetration: +10% all Massive two-handed battleaxes. |
| On hands | restful dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 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. |
| Main armor | fortifying voratun mail armour of Eyal (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +7 Str / +4 Con Life regen: +8.00 Maximum life: +75.00 Healing mod.: +18% A suit of armour made of mail. |
| Cloak | murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous steel amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Lck / +3 Con Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Inventory
conjurer's voratun ring of arcana (+0.40/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Silence immunity: +35% Mana each turn: +0.40 Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
pixie's stralite ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 21 Damage (Melee): 21 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 21 Damage (Ranged): 9 physical Changes stats: +11 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
thought-forged dwarven-steel battleaxe of massacre (38-58 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 28% chance to reduce all saves and defense by 21 Damage (Melee): +10 mind When wielded/worn: Changes stats: +5 Cun / +3 Wil Massive two-handed battleaxes. |
voratun battleaxe of massacre (74-110 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.5 - 110.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
enhanced stralite dagger of daylight (27-35 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +10 light Damage against: +25% Undead When wielded/worn: Changes stats: +11 Str / +8 Dex / +8 Mag / +7 Wil / +8 Cun / +8 Con Sharp, short and deadly. |
Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 15.00 arcane and 15.00 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+12 eff.) Spell crit. chance: +12% 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. |
mitotic living mindstar of clarity (18-20 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 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: +40 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 47% * 13% chance to reduce armor by 24% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +6 (+3 eff.) Maximum psi: +34.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
rough leather sling of flare (1/1)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 It can be used to activate talent Flare (costing 22 power out of 25/25) : Effective talent level: 3.0 Power cost: 22 out of 25/25. Range: melee/personal Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 15 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. Slings are used to hurl stones or metal shots at your foes. |
earthen dragonbone magestaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Armour Hardiness: +7% Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Newly picked upinfernal dragonbone starstaff of greater warding (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage (Melee): 32 fire Maximum wards: +3 light Changes damage: +30% light Talents granted: +4 Ward +1 Command Staff Critical mult.: +32.00% Spellpower: +24 (+12 eff.) Spell crit. chance: +5% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of warding (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Physical power: +11 (+3 eff.) Armour: +6 Defense: +7 (+3 eff.) Maximum wards: +2 blight Changes damage: +30% blight Talents granted: +3 Ward +1 Command Staff Spellpower: +23 (+11 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff of greater warding (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +9 (+4 eff.) Maximum wards: +3 temporal Changes damage: +30% temporal Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.23 Maximum mana: +42.00 Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
acidic coral trident of crippling (12-18 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 11.5 - 18.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 When wielded/worn: Physical crit. chance: +10.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orite trident (40-63 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +16 (+8 eff.) Disarm immunity: +43% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold A belt that goes around your waist. |
Newly picked upFirewalker (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+7 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
clarifying elven-silk wizard hat of decomposition (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun Changes resistances: +6% lightning / +6% temporal / +5% light / +3% fire / +6% nature / +5% acid / +5% blight / +5% cold / +6% darkness Mental save: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap of strength (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str A cap made of leather. |
enlightening dwarven-steel mail armour of implacability (3 def, 14 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +4 Cun / +5 Wil Physical save: +7 (+2 eff.) Mental save: +16 (+8 eff.) A suit of armour made of mail. |
fortifying iron plate armour of lightning resistance (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +3 Str / +3 Con Changes resistances: +16% lightning Maximum life: +39.00 A suit of armour made of metal plates. |
Summertide (17 def, 15 armour, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+8 eff.) Ranged Defense: +17 (+8 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+9 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+4 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 40.48 to 50.60 light damage (based on Willpower and Cunning) Activation costs 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
411 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 99 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 30 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+5 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 130.00 temporal and 130.00 darkness damage (based on Magic) Activation costs 17 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
evasive elm wand of clairvoyance [power 9] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 51 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 15% 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. |
soothing elven-wood wand of shielding [power 410] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 410 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 50. 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 (Roguelike)
Got to wave 20 in the arena.By Waste the Cornac Berserker level 20
76th Pyre 122nd year of Ascendancy at 01:43 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Waste the Cornac Berserker level 38
79th Pyre 122nd year of Ascendancy at 06:13 see stats
Grand Master (Roguelike)
Earned the rank of Grand Master in the arena.By Waste the Cornac Berserker level 29
77th Pyre 122nd year of Ascendancy at 10:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By Waste the Cornac Berserker level 10
75th Pyre 122nd year of Ascendancy at 01:08 see stats
Level 20 (Roguelike)
Got a character to level 20.By Waste the Cornac Berserker level 20
76th Pyre 122nd year of Ascendancy at 01:43 see stats
Level 30 (Roguelike)
Got a character to level 30.By Waste the Cornac Berserker level 30
77th Pyre 122nd year of Ascendancy at 10:35 see stats
Level 40 (Roguelike)
Got a character to level 40.By Waste the Cornac Berserker level 40
79th Pyre 122nd year of Ascendancy at 13:30 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Waste the Cornac Berserker level 44
1st Mirth 122nd year of Ascendancy at 11:28 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Waste the Cornac Berserker level 39
79th Pyre 122nd year of Ascendancy at 11:36 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Waste the Cornac Berserker level 21
76th Pyre 122nd year of Ascendancy at 09:37 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Waste the Cornac Berserker level 22
76th Pyre 122nd year of Ascendancy at 12:43 see stats
Log
Rej Arkatis's spell attains critical power!
Rej Arkatis hits Waste for 5 physical, 18 acid, 1 physical, 0 arcane (23 total damage).
Waste picks up (o.): Firewalker (15 def, 2 armour).
Waste picks up (j.): infernal dragonbone starstaff of greater warding (30-36 power, 6 apr, light element).
Waste uses Execution.
Waste performs a melee critical strike against Rej Arkatis!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Roguelike)!
Waste hits Rej Arkatis for 1379 physical damage.
Waste killed Rej Arkatis!
Waste has finished recovering.
Berserker Rage's rage subsides!
Talent Stunning Blow is ready to use.
Talent Shattering Blow is ready to use.
Talent Warshout is ready to use.
Talent Death Dance is ready to use.
Talent Vitality is ready to use.
Waste no longer revels in blood quite so much.
Talent Infusion: Regeneration is ready to use.
Waste uses Warshout.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).





































































