Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Stoneheart 1.2.3Adds a new class: the Stoneheart! Badass Death Messages 1.2.3Tired of being energised to death? Sick of being sickened to death? Is being cooled to death not cool enough for you? Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Items Vault 1.2.0Donators/Buyers bonus! NPC Forgiveness 2.1 1.1.1This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Elementals Race 1.2.5Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details. |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Forge Knight |
| Level / Exp | 35 / 79% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 113 (base 60) |
| Dexterity | 35 (base 24) |
| Constitution | 77 (base 60) |
| Magic | 21 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | 1325/1325 |
| Mana | 314/314 |
| Stamina | 232/246 |
| Psi | 102/102 |
| Healing Factor | 1.3187354393337 |
| Regeneration | 26.164813184397 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.72337093455% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 190 |
| Accuracy | 46 |
| Crit Chance | 13% |
| APR | 21 |
| Speed | 0.85 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.9 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 79.96 (83.098591549296%) |
| Defense | 35.125 |
| Ranged Defense | 40.75 |
| Fatigue | 32.075890552401 |
| Physical Save | 51.833333333333 |
| Spell Save | 27.775 |
| Mental Save | 23.775 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Confusion Resistance | 17% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 17% |
| Disarm Resistance | 43% |
| Bleed Resistance | 100% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. |
Class Talents
| Technique / Armor forging | 1.40 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Forge powers | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Weapon forging | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Technique / Forger's endurance | 1.50 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
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) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 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 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 | masterforged voratun helm (4 def, 16 armour) masterforged voratun helm (4 def, 16 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +5% Changes resistances: +13% acid / +8% mind / +8% nature / +13% cold / +14% fire / +8% arcane / +7% lightning Talent mastery: +0.10 Technique / Weapon forging Talent granted: +1 Mental Shielding Mental save: +12 Blindness immunity: +17% Confusion immunity: +17% Fear immunity: +17% Stamina each turn: +0.70 Maximum stamina: +29.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | blighted iron gauntlets (0 def, 1 armour) blighted iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes resistances: +5% blight Changes damage: +4% blight Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of perseverance psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
| On fingers | savage's gold ring of power savage's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +3 Con Spell save: +12 Maximum stamina: +10.00 Spellpower: +10 Mindpower: +7 Rings can have magical properties. |
| Around neck | vitalizing voratun amulet of strength (+10) vitalizing voratun amulet of strength (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +4 Con Physical save: +17 Life regen: +2.30 Maximum life: +65.00 Amulets can have magical properties. |
| In main hand | masterforged voratun mace (73.5-102.9 power, 21 apr) masterforged voratun mace (73.5-102.9 power, 21 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 73.5 - 102.9 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +37 Armour Penetration: +21 Physical crit. chance: +10.0% Attack speed: 118% When this weapon hits: Chain Lightning (10% chance level 2). Damage (Melee): +22 lightning / +22 arcane / +22 blight When wielded/worn: Accuracy: +12 Defense: +9 Changes resistances: +10% all Changes resistances penetration: +11% nature Changes damage: +12% darkness / +12% cold Talent granted: +2 Deadly Strikes Blunt and deadly. |
| Around waist | insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
| In off hand | masterforged reinforced voratun shield of physical resistance (+8%) (14 def, 23 armour, 103 dam, 209.5 block) masterforged reinforced voratun shield of physical resistance (+8%) (14 def, 23 armour, 103 dam, 209.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 103.0 - 123.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +210 When wielded/worn: Armour: +23 Defense: +14 Ranged Defense: +12 Fatigue: +14% Changes resistances: +8% lightning / +14% physical / +8% arcane / +8% acid Talent cooldown: Unstoppable (-5 turns) Talents granted: +1 Arcane Shield +5 Block Spell save: +12 Disarm immunity: +17% Knockback immunity: +17% Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | forged iron mail armour (5.5 def, 14.5 armour) forged iron mail armour (5.5 def, 14.5 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +6 Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +8% lightning Physical save: +12 Cut immunity: +17% Pinning immunity: +17% Stun/Freeze immunity: +17% Life regen: +2.10 Maximum life: +97.00 A suit of armour made of mail. |
Inventory
movement infusion (407% speed; 7 turns) movement infusion (407% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 407% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion (heal 184 over 5 turns) regeneration infusion (heal 184 over 5 turns)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 184 life over 5 turns. 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. |
vision rune (radius 14; dur 20; see undead) vision rune (radius 14; dur 20; see undead)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: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (14 radius) and to allow you to see invisible and stealthed creatures (power 17) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any undead around. 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. |
vision rune (radius 10; dur 22; see humanoid) vision rune (radius 10; dur 22; see humanoid)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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 15) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any humanoid around. 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. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 161 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
stabilizing gold amulet stabilizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
marksman's gold ring of darkness (+20%) marksman's gold ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
mule's steel ring of arcana(+0.12/turn) mule's steel ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Silence immunity: +22% Mana each turn: +0.12 Rings can have magical properties. |
savage's stralite ring of tenacity savage's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Con Spell save: +13 Disarm immunity: +33% Pinning immunity: +20% Knockback immunity: +33% Maximum life: +28.00 Maximum stamina: +22.00 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
titan's copper ring of fire (+24%) titan's copper ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +6 Rings can have magical properties. |
thunderous voratun battleaxe of projection (55-82.5 power, 4 apr) thunderous voratun battleaxe of projection (55-82.5 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 33% chance to daze Damage (Melee): +12 mind When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +2 Wil / +5 Cun / +5 Con Changes resistances penetration: +17% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
steady dragonbone longbow steady dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +10 Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
masterforged stralite longsword (50.5-70.7 power, 7 apr) masterforged stralite longsword (50.5-70.7 power, 7 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 50.5 - 70.7 Uses stat: 117% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +7 Armour Penetration: +7 Physical crit. chance: +5.5% Attack speed: 102% When this weapon hits: Distortion Wave (15% chance level 3). On weapon hit: * 7% chance to corrode armor On weapon crit: * wounds the target reducing their healing Damage (Melee): +21 physical / +21 cold When wielded/worn: Physical crit. chance: +10.0% Physical power: +8 Changes resistances penetration: +8% acid Changes damage: +12% light / +12% mind Talent granted: +1 Pulverizing Auger Life regen: +0.50 Sharp, long, and deadly. |
stralite mace (36.5-51.1 power, 5 apr) stralite mace (36.5-51.1 power, 5 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
steady drakeskin leather sling of recursion steady drakeskin leather sling of recursionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +11 Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
cruel dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element) cruel dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Defense: +10 Effects on melee hit: * 11% chance to blind Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +15 Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 43.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of protection (30-36 power, 6 apr, arcane element) surging dragonbone magestaff of protection (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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% arcane Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
thunderous orite trident of disruption (39-62.4 power, 13 apr) thunderous orite trident of disruption (39-62.4 power, 13 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 13% chance to daze * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Changes stats: +3 Str / +3 Dex / +5 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +13% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing voratun waraxe of ruin (41-57.4 power, 6 apr) arcing voratun waraxe of ruin (41-57.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning When wielded/worn: Armour penetration: +11 Physical crit. chance: +10.0% Critical mult.: +17.00% One-handed war axes. |
forged balanced dwarven-steel waraxe of daylight (33-46.2 power, 6 apr) forged balanced dwarven-steel waraxe of daylight (33-46.2 power, 6 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +6 Physical crit. chance: +5.5% Attack speed: 102% When this weapon hits: Distortion Wave (15% chance level 3). Damage (Melee): +21 fire / +5 light / +21 darkness Damage against: +7% Undead When wielded/worn: Accuracy: +6 Defense: +9 Changes damage: +12% nature / +12% temporal Talent granted: +3 Bone Grab One-handed war axes. |
masterforged voratun waraxe (60.5-84.7 power, 8 apr) masterforged voratun waraxe (60.5-84.7 power, 8 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 60.5 - 84.7 Uses stat: 117% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 102% When this weapon hits: Cripple (10% chance level 2). Damage (Melee): +21 cold / +21 darkness / +21 temporal When wielded/worn: Accuracy: +11 Changes stats: +5 Str Changes resistances penetration: +17% acid / +13% fire / +13% lightning / +10% cold Changes damage: +11% physical / +12% nature / +12% darkness Talent granted: +2 Bone Grab Stamina when hit: +2.00 One-handed war axes. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 27 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
verdant silk robe (3 def, 0 armour) verdant silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Con Changes damage: +15% nature Poison immunity: +20% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of iron boots of uncanny dodging (4 def, 3 armour) scholar's pair of iron boots of uncanny dodging (4 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +3 Fatigue: +2% Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
forged iron helm (4 def, 13 armour) forged iron helm (4 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +13 Defense: +4 Fatigue: +5% Changes stats: +2 Str Changes resistances: +8% lightning Blindness immunity: +17% Confusion immunity: +17% Fear immunity: +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged dwarven-steel helm (3 def, 13 armour) masterforged dwarven-steel helm (3 def, 13 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +13 Defense: +3 Fatigue: +4% Changes stats: +4 Str / +3 Con Changes resistances: +8% blight / +8% fire / +8% nature / +8% darkness Talent granted: +3 Perfect Strike Mental save: +12 Blindness immunity: +17% Confusion immunity: +17% Fear immunity: +17% Stamina each turn: +0.70 Maximum stamina: +29.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing hardened leather armour of clarity (3 def, 6 armour) cleansing hardened leather armour of clarity (3 def, 6 armour)Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +15% blight / +14% nature / +7% mind Mental save: +15 A suit of armour made of leather. |
masterforged voratun plate armour (11.5 def, 34.5 armour) masterforged voratun plate armour (11.5 def, 34.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +12 Fatigue: +26% Changes stats: +5 Str / +5 Con Changes resistances: +8% blight / +8% physical / +10% arcane / +8% nature Talent cooldown: Last Resort (-5 turns) Talents granted: +4 Repulsion Field +1 Power Catalyst: Magic Physical save: +12 Spell save: +17 Cut immunity: +17% Pinning immunity: +17% Stun/Freeze immunity: +17% Life regen: +2.10 Maximum life: +173.00 A suit of armour made of metal plates. |
forged steel shield (7.5 def, 8 armour, 22 dam, 49 block) forged steel shield (7.5 def, 8 armour, 22 dam, 49 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.0 - 26.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +49 Damage (Melee): +12 light / +12 fire When wielded/worn: Armour: +8 Defense: +8 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 13% chance to blind Damage when hit (Melee): 17 fire Changes stats: +1 Str / +1 Mag / +3 Con Changes resistances: +10% light / +13% fire Talents granted: +2 Arcane Shield +2 Block Spell save: +9 Disarm immunity: +6% Knockback immunity: +6% Handheld deflection devices. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
supercharged voratun torque of kinetic psionic shield [power 189] (26 cooldown) supercharged voratun torque of kinetic psionic shield [power 189] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 189 for 7 turns, placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered elven-wood wand of clairvoyance [power 16] (9 cooldown) overpowered elven-wood wand of clairvoyance [power 16] (9 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 and detecting the presence of nearby creatures (rad 16), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking dragonbone wand of conjuration [power 511] (10 cooldown) striking dragonbone wand of conjuration [power 511] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +4 Strike It can be used to fire a bolt of a random element (dam 256-511), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged dragonbone wand of conjuration [power 583] (14 cooldown) supercharged dragonbone wand of conjuration [power 583] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element (dam 292-583), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void dragonbone wand of conjuration [power 487] (10 cooldown) void dragonbone wand of conjuration [power 487] (10 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 fire a bolt of a random element (dam 244-487), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void yew wand of clairvoyance [power 11] (6 cooldown) void yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), 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. |
volcanic yew wand of clairvoyance [power 11] (6 cooldown) volcanic yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), 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. |
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 jkh the Skeleton Forge Knight level 16
76th Pyre 122nd year of Ascendancy at 06:36 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By jkh the Skeleton Forge Knight level 30
79th Pyre 122nd year of Ascendancy at 18:53 see stats
Level 10 (Roguelike)
Got a character to level 10.By jkh the Skeleton Forge Knight level 10
75th Pyre 122nd year of Ascendancy at 08:33 see stats
Level 20 (Roguelike)
Got a character to level 20.By jkh the Skeleton Forge Knight level 20
76th Pyre 122nd year of Ascendancy at 22:28 see stats
Level 30 (Roguelike)
Got a character to level 30.By jkh the Skeleton Forge Knight level 30
79th Pyre 122nd year of Ascendancy at 12:58 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By jkh the Skeleton Forge Knight level 35
2nd Mirth 122nd year of Ascendancy at 03:32 see stats
Log
Something misses jkh.
Something misses jkh.
jkh hits Rej Arkatis for 265 physical, 18 lightning, 18 arcane, 19 blight, 5 blight (327 total damage).
Rej Arkatis uses Infusion: Movement.
Rej Arkatis is moving freely.
Rej Arkatis misses jkh.
Rej Arkatis hits jkh for 3 physical, 19 acid (22 total damage).
jkh hits Rej Arkatis for 13 physical damage.
Rej Arkatis prepares for the next kill!.
jkh hits Rej Arkatis for 256 physical, 18 lightning, 18 arcane, 19 blight, 5 blight (317 total damage).
Rej Arkatis slows down.
Rej Arkatis hits jkh for 3 physical, 28 cold, 2 physical (33 total damage).
jkh hits Rej Arkatis for 13 physical, 13 physical (25 total damage).
jkh hits Rej Arkatis for 290 physical, 18 lightning, 18 arcane, 19 blight, 5 blight (351 total damage).
Rej Arkatis casts Shadowstep.
Rej Arkatis misses jkh.
Jkh is not dazed!
Rej Arkatis hits jkh for 6 darkness damage.
jkh hits Rej Arkatis for 13 physical damage.
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Roguelike)!
jkh hits Rej Arkatis for 229 physical damage.
jkh killed Rej Arkatis!
There is an item here: surging elm vilestaff of fate (10-12 power, 2 apr, acid element)
