Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 42 / 16% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 75 (base 60) |
| Willpower | 60 (base 44) |
| Cunning | 69 (base 56) |
Resources
| Life | 731/731 |
| Paradox | 300 |
| Healing Factor | 1.1 |
| Regeneration | 0.935 |
Speed
| Mental | +46.074767897184% |
| Attack | +46.074767897184% |
| Movement | +12.268086021979% |
| Spell | +46.074767897184% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 5 |
| Crit Chance | 32% |
| APR | 5 |
| Speed | 0.68 |
Offense: Spell
| Spellpower | 52.333333333333 |
| Crit Chance | 33% |
| Speed | 0.68458092687428 |
Offense: Mind
| Mindpower | 43.2 |
| Crit Chance | 36% |
| Speed | 0.68458092687428 |
Defense: Base
| Armour (hardiness) | 22.556836295418 (30%) |
| Defense | 29.401151378704 |
| Ranged Defense | 29.401151378704 |
| Fatigue | 6 |
| Physical Save | 19.1 |
| Spell Save | 39.625 |
| Mental Save | 38.575 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 19% |
| Bleed Resistance | 19% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (68% of a 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 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 231 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 531 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spellbinding | 1.43 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Matrix |
| talent | Extension |
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Matter Weaving |
| talent | Secrets of the Eternals |
| talent | Empower |
| talent | Gravity Locus |
| beneficial effect | Increases attack, spell, and mind speed by 46%. 3 Time Dilation |
| beneficial effect | The target is moving is 12% faster. 1 Celerity |
| beneficial effect | The target is being grounded in the timeline and is healing 38.12 life per turn. Attenuate |
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 | Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| 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 | grounding linen wizard hat of nature (+6%) (1 def, 0 armour) grounding linen wizard hat of nature (+6%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +18% nature Changes damage: +12% nature A pointy cloth hat, very wizardly... |
| Tool | ash totem of cure ailments [power 2] (10 cooldown) ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | pixie's steel ring of sensing pixie's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Blindness immunity: +23% Spellpower: +5 (+2 eff.) Infravision radius: +4 See stealth: +5 See invisible: +7 Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 20.01 cold and 19.85 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| 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 / +5% cold Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | greater elven-wood starstaff of protection (25-30 power, 5 apr, temporal element) greater elven-wood starstaff of protection (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% physical / +12% temporal / +12% darkness / +12% light Changes damage: +25% physical / +25% temporal / +25% darkness / +25% light Talent granted: +1 Command Staff Spellpower: +17 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing woollen robe of frost (+16%) (0 def, 0 armour) focusing woollen robe of frost (+16%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +16% cold Changes damage: +11% cold Mana each turn: +0.12 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | wyrmwaxed elven-silk cloak of mindcraft (3 def, 0 armour) wyrmwaxed elven-silk cloak of mindcraft (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +9% acid / +9% fire / +8% lightning / +8% cold Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's copper amulet of mastery (0.13 Chronomancy / Spellbinding) savior's copper amulet of mastery (0.13 Chronomancy / Spellbinding)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.13 Chronomancy / Spellbinding Physical save: +10 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Amulets can have magical properties. |
Inventory
heroism infusion (+7 for 11 turns, die at -677) heroism infusion (+7 for 11 turns, die at -677)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the warrior (535% speed; 5 turns) movement infusion of the warrior (535% speed; 5 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
sun infusion (rad 7; power 22; turns 5; dispells darkness) sun infusion (rad 7; power 22; 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 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. |
biting gale rune (57 cold damage; 22 apply power) biting gale rune (57 cold damage; 22 apply power)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 56.70 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
invisibility rune (power 11 for 7 turns) invisibility rune (power 11 for 7 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: 22 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 11) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 13; dur 24; see animal) vision rune (radius 13; dur 24; see animal)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: 26 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 25) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any animal 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. |
insulating copper amulet of mastery (0.11 Chronomancy / Chronomancy) insulating copper amulet of mastery (0.11 Chronomancy / Chronomancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +10% cold Talent mastery: +0.11 Chronomancy / Chronomancy Amulets can have magical properties. |
protective voratun amulet of vision protective voratun amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Changes resistances cap: +4% all Physical save: +15 (+8 eff.) Blindness immunity: +26% Infravision radius: +6 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +24% Amulets can have magical properties. |
sneakthief's gold ring of speed sneakthief's gold ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+14 eff.) Defense: +10 (+5 eff.) Changes stats: +6 Cun / +4 Dex Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
treant's stralite ring treant's stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +8% blight Poison immunity: +17% Disease immunity: +24% Rings can have magical properties. |
Cuthosus the Stormwitch (30-36 power, 6 apr, light element) Cuthosus the Stormwitch (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] 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: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 lightning When wielded/worn: Changes resistances: +5% arcane / +12% lightning Changes damage: +30% light / +15% arcane Talent granted: +1 Command Staff Mana each turn: +0.24 Maximum mana: +36.00 Spellpower: +30 (+9 eff.) Spell crit. chance: +7% It can be used to project a bolt from the staff (to range 10) dealing 31.83 - 38.20 light damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
resilient elven-silk cloak of the Shaloren (3 def, 0 armour) resilient elven-silk cloak of the Shaloren (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Mag / +2 Wil 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. |
spellcowled linen cloak of conjuring (1 def, 0 armour) spellcowled linen cloak of conjuring (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances penetration: +7% arcane Changes damage: +7% arcane Critical mult.: +13.00% Spell save: +7 (+2 eff.) Maximum mana: +77.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stargazer's silk robe of blight (+16%) (3 def, 0 armour) stargazer's silk robe of blight (+16%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Cun Changes resistances: +16% blight Changes damage: +16% blight / +9% light / +10% darkness Spellpower: +5 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
wanderer's pair of hardened leather boots (0 def, 3 armour) wanderer's pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +16 (+8 eff.) Mental save: +10 (+4 eff.) A pair of boots made of leather. |
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. |
stralite torque of mindblast [power 301] (6 cooldown) stralite torque of mindblast [power 301] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to fire a blast of psionic energies in a range 8 beam (dam 150-301), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
arcane yew wand of conjuration [power 259] (10 cooldown) arcane yew wand of conjuration [power 259] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element (dam 130-259), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright yew wand of clairvoyance [power 11] (6 cooldown) bright yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright yew wand of clairvoyance [power 11] (6 cooldown) bright yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled elm wand of trap destruction [power 19] (15 cooldown) defiled elm wand of trap destruction [power 19] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Maximum vim: +6.00 It can be used to disarm traps (19 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 15 turns. 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 Doxy the Shalore Paradox Mage level 21
76th Pyre 122nd year of Ascendancy at 03:21 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Doxy the Shalore Paradox Mage level 37
79th Pyre 122nd year of Ascendancy at 03:10 see stats
Level 10 (Roguelike)
Got a character to level 10.By Doxy the Shalore Paradox Mage level 10
74th Pyre 122nd year of Ascendancy at 20:38 see stats
Level 20 (Roguelike)
Got a character to level 20.By Doxy the Shalore Paradox Mage level 20
75th Pyre 122nd year of Ascendancy at 23:01 see stats
Level 30 (Roguelike)
Got a character to level 30.By Doxy the Shalore Paradox Mage level 30
77th Pyre 122nd year of Ascendancy at 10:35 see stats
Level 40 (Roguelike)
Got a character to level 40.By Doxy the Shalore Paradox Mage level 40
79th Pyre 122nd year of Ascendancy at 19:28 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Doxy the Shalore Paradox Mage level 41
1st Mirth 122nd year of Ascendancy at 05:37 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Doxy the Shalore Paradox Mage level 34
78th Pyre 122nd year of Ascendancy at 10:22 see stats
Log
Doxy stops converting damage to paradox..
Doxy stops weaving fate.
Doxy casts Attenuate.
Doxy is being being grounded in the timeline!
Rej Arkatis is being being removed from the timeline!
Quest 'The Arena' completed! (Press 'j' to see the quest log)
New Achievement: Master of Arena (Roguelike)!
Welcome to level 42 [Doxy].
Doxy has 3 stat point(s), 1 class talent point(s), 2 generic talent point(s), 1 prodigies point(s) to spend. Press p to use them.
Attenuate from Doxy hits Rej Arkatis for 17 physical damage.
Attenuate from Doxy killed Rej Arkatis!
The fabric of space around Doxy stabilizes to normal.
Doxy speeds up.
Talent Temporal Bolt is ready to use.
Doxy receives 42 healing from Attenuate from Doxy.
Doxy receives 42 healing from Attenuate from Doxy.
Saving game...
Saving done.
Doxy deactivates Extension.
Doxy deactivates Matrix.
Doxy deactivates Matter Weaving.
Doxy deactivates Empower.
Doxy deactivates Disintegration.
Doxy deactivates Reality Smearing.
Doxy deactivates Gravity Locus.
Doxy is no longer being grounded.
Doxy deactivates Secrets of the Eternals.
