Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Go to Landmark 1.0.4 Talent Point Planner 1.0.4 Items Vault 1.0.3 Stone Wardens DLC Class 1.0.3 Doctornull's Class Pack 1.0.4 |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 39 / 52% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 74 (base 53) |
| Dexterity | 5 (base 11) |
| Constitution | 61 (base 40) |
| Magic | 63 (base 60) |
| Willpower | 15 (base 12) |
| Cunning | 13 (base 10) |
Resources
| Life | 1171/1171 |
| Mana | 353/353 |
| Stamina | 209/226 |
| Positive | 102/104 |
| Healing Factor | 1 |
| Regeneration | 1.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 37 |
| Crit Chance | 8% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.35 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Physical | +20% |
| Temporal | +12% |
Defense: Base
| Armour (hardiness) | 51.4 (85%) |
| Defense | 23.625 |
| Ranged Defense | 28.625 |
| Fatigue | 47 |
| Physical Save | 51.013059750128 |
| Spell Save | 45.696393083461 |
| Mental Save | 28.9 |
Defense: Resistances
| Darkness | + 35%( 70%) |
| Physical | + 23%( 70%) |
| Acid | + 36%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Confusion Resistance | 12% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 235 life. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 813% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 8 turns. Also while Heroism is active, you will only die when reaching -356 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Retribution |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
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, 15 armour) Unbreakable Greaves (8 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +8 Fatigue: +12% Changes stats: +15 Str / -4 Dex / +10 Con Changes resistances: +10% physical / +10% acid Changes damage: +10% 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 lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | voratun helm of might (0 def, 5 armour) voratun helm of might (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 Armour: +5 Fatigue: +5% Changes stats: +2 Str / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | volcanic dragonbone wand of conjuration [power 391] (6 cooldown) volcanic dragonbone wand of conjuration [power 391] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +2 Volcano It can be used to fire a bolt of a random element (dam 195-391), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's steel ring of darkness (+24%) titan's steel ring of darkness (+24%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +6 Rings can have magical properties. |
| On fingers | wizard's gold ring wizard's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Rings can have magical properties. |
| Around waist | clarifying rough leather belt clarifying rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 A belt that goes around your waist. |
| In main hand | Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: 20% to slow target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Creates a wake of temporal energy that deals 63.81 damage in a beam, as you attempt to rethread the timeline. Affected targets may be stunned, blinded, pinned, or confused for 3 turns. Each target you hit with Rethread will reduce your Paradox by 2. The damage will increase with your Paradox and Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
| On hands | iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | acidic stralite shield of acid resistance (+15%) (10 def, 2 armour, 48 dam, 141.5 block) acidic stralite shield of acid resistance (+15%) (10 def, 2 armour, 48 dam, 141.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +141 Damage when this weapon hits: +15 acid blind When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 14 acid Changes resistances: +15% acid Talent granted: +4 Block Handheld deflection devices |
| Main armor | searing dwarven-steel mail armour of command (11 def, 13 armour) searing dwarven-steel mail armour of command (11 def, 13 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 Fatigue: +16% Changes stats: +1 Cun Damage when the wearer hits(melee): 8 fire / 10 acid Damage when the wearer is hit: 10 fire / 10 acid Mental save: +16 A suit of armour made of mail. |
| Around neck | mindweaver's steel amulet mindweaver's steel amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Mental save: +6 Confusion immunity: +12% Mindpower: +7 Amulets can have magical properties. |
Inventory
healing infusion (heal 86) healing infusion (heal 86)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 86 life. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 7; power 96; turns 5; dispells darkness) sun infusion of the wizard (rad 7; power 96; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 48). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 96) for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune (139 acid damage; power 18; dur 3) acid wave rune (139 acid damage; power 18; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 4, doing 139.00 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 18 for 3 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 31; dur 5) phase door rune (range 10; power 31; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 7; power 25; dur 4) phase door rune (range 7; power 25; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 240 for 5 turns) shielding rune (absorb 240 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 240 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 95 for 4 turns) shielding rune of the psychic (absorb 95 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 95 damage for 4 turns. Its effects scale with your Willpower 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 ability. |
teleportation rune (range 33) teleportation rune (range 33)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
serendipitous steel amulet of vision serendipitous steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +7 Changes stats: +7 Lck Blindness immunity: +13% Infravision radius: +2 See invisible: +9 Amulets can have magical properties. |
Getatodig (2 def, 0 armour) Getatodig (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +26% physical / -7% arcane / +6% fire / -5% cold / -9% nature / +8% blight / +3% mind Changes resistances penetration: +6% physical / +8% fire / +10% acid / +10% blight Changes damage: +20% physical / +8% arcane / +5% fire / +7% cold / +5% lightning / +11% acid / +7% nature / +7% blight / +12% mind Spellpower: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% A pair of boots made of leather. |
miner's pair of voratun boots of spellbinding (0 def, 12 armour) miner's pair of voratun boots of spellbinding (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +3 Mag Spell save: +5 Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
thaloren dwarven-steel helm of precognition (5 def, 4 armour) thaloren dwarven-steel helm of precognition (5 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +3 Armour: +4 Defense: +5 Fatigue: +4% Changes stats: +4 Cun / +1 Wil Mental save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening dwarven-steel mail armour of command (10 def, 13 armour) enlightening dwarven-steel mail armour of command (10 def, 13 armour)Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +10 Fatigue: +16% Changes stats: +4 Cun / +2 Wil Mental save: +28 A suit of armour made of mail. |
spiked stralite plate armour of the dragon (7 def, 13 armour) spiked stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +4 Str / +5 Con Damage when the wearer is hit: 18 physical Changes resistances: +9% physical / +12% fire / +12% cold / +5% lightning / +12% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +32% Knockback immunity: +32% A suit of armour made of metal plates. |
shocking stralite shield of cold resistance (+25%) (10 def, 2 armour, 45.5 dam, 139 block) shocking stralite shield of cold resistance (+25%) (10 def, 2 armour, 45.5 dam, 139 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +139 Damage when this weapon hits: +14 lightning daze When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 13 lightning Changes resistances: +25% cold Talent granted: +4 Block Handheld deflection devices |
108 alchemist agate 108 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
arcane yew wand of lightning [power 141] (6 cooldown) arcane yew wand of lightning [power 141] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a beam of lightning (dam 47-141), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright dragonbone wand of illumination [power 12] (5 cooldown) bright dragonbone wand of illumination [power 12] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to light the area (rad 12), placing all other charms into a 5 cooldown. When used: 100% chance to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright elven-wood wand of conjuration [power 355] (6 cooldown) bright elven-wood wand of conjuration [power 355] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 177-355), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of conjuration [power 481] (11 cooldown) overpowered elven-wood wand of conjuration [power 481] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element (dam 240-481), placing all other charms into a 11 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy dragonbone wand of firewall [power 313] (6 cooldown) shadowy dragonbone wand of firewall [power 313] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to creates a wall of flames lasting for 4 turns (dam 313 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of illumination [power 13] (5 cooldown) void dragonbone wand of illumination [power 13] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to light the area (rad 13), placing all other charms into a 5 cooldown. 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
Got to wave 20 in the arena.By Sonny Bono the Dwarf Sun Paladin level 15
18th Voratun 122nd year of Ascendancy at 06:30 see stats
Arena Battler 50
Got to wave 50 in the arena.By Sonny Bono the Dwarf Sun Paladin level 31
21st Voratun 122nd year of Ascendancy at 15:48 see stats
Level 10
Got a character to level 10.By Sonny Bono the Dwarf Sun Paladin level 10
17th Voratun 122nd year of Ascendancy at 12:51 see stats
Level 20
Got a character to level 20.By Sonny Bono the Dwarf Sun Paladin level 20
19th Voratun 122nd year of Ascendancy at 06:53 see stats
Level 30
Got a character to level 30.By Sonny Bono the Dwarf Sun Paladin level 30
21st Voratun 122nd year of Ascendancy at 04:15 see stats
Master of Arena
Became the new master of the arena in 60-wave mode.By Sonny Bono the Dwarf Sun Paladin level 39
22nd Voratun 122nd year of Ascendancy at 22:20 see stats
Log
Rej Arkatis hits Sonny Bono for 0 light damage.
Saving game...
Saving done.
Talent Shield Pummel is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Block is ready to use.
Talent Crusade is ready to use.
Talent Brandish is ready to use.
Talent Barrier is ready to use.
Talent Retribution is ready to use.
Talent Resilience of the Dwarves is ready to use.
Sonny Bono activates Retribution.
Talent Bathe in Light is ready to use.
Talent Sunburst is ready to use.
Sonny Bono casts Bathe in Light.
Talent Bathe in Light is ready to use.
Sonny Bono casts Bathe in Light.
Talent Bathe in Light is ready to use.
Sonny Bono casts Bathe in Light.
Talent Bathe in Light is ready to use.
Sonny Bono casts Bathe in Light.
