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Tele-Arena Infernal => Announcements => Topic started by: Daniel Spain on Nov 23, 2025, 11:52 AM

Title: Tele-Arena Infernal Info
Post by: Daniel Spain on Nov 23, 2025, 11:52 AM
Tele-Arena Infernal is a game 6 years in the making... Initially released as a Tele-Arena Platinum extension during the covid shutdown, its purpose was to help give people something to do that were stuck at home, and while not finished, i used it as a template to get some feedback on some things i had added to see and to be honest bit off more than i could chew with the influx of new players, the usual 1-3 player base grew and really put a monkey wrench in my plans so i went back to the drawing board and came up with this... Tele-Arena Platinum is now Tele-Arena Infernal completely rewritten from scratch with a beginning, a middle, and an end... a ton of things have been added, way more than can be mentioned in a forum posting so i will highlight the major points and if you decide to play, you will see the new changes firsthand, also this is a first ever commercial release, meaning as a sysop, you can get this game on your system as well.

World changes...

the entire world has been divided into 9 wilderness regions, each with 1 town, and 6 dungeons, 5 of which contain some form of physical treasure like a scroll or equip-able magical item, and 1 which contains the rune to unlock the next region, then after acquiring all 9 of those runes you unlock the final 10th zone which is a single land mass with 9 dungeons, each which hold a component to acquire the final 10th rune.

Race changes...

there are 10 races in the game, and each has their own set of skills and traits unique to only
them, and they are as follows...

Elf
---
+1 mana per level, increased mana regeneration, all spells cast at half mana, and single target
combat spells have a chance to deal critical damage.

Dwarf
-----
Can wield any melee weapon with high efficiency allowing more damage to be dealt, and will always
find more gold in treasure caches.

Gnome
-----
Healing potions will always provide more healing, sometimes when drinking any potion will not consume
the use, and weapon attacks will never miss and cannot be dodged.

Human
-----
+5 stat cap on all stats, shop prices will always be significantly lower, gain more experience per
promotion level and double the chance to receive awards from rolls.

Goblin
------
Can see in all forms of darkness with no penalty, all melee attack rounds are shortened to 10 seconds,
has a higher chance to dodge normal weapon attacks, and will never be chased when running through
dark rooms.

Half-Ogre
---------
Gains bonus vitality per level, has increased vitality regeneration, can go much longer with no food
and water than others and gains more bonus weapon damage per point of physique than all the others.

Troll
-----
Can self-revive from death once every 4 hours, will rapidly regenerate vitality and mana when out of
combat, and when poisoned it will wear off and rather than cause damage, it will heal per tick.

Draconi
-------
Can breathe flames at individual targets or groups of enemies, and their scales will always negate
half of any special attack damage received.

Aarakocra
---------
Can cast all spells with higher efficiency resulting in more damage and effects, gains spells roundly
faster than all the others, and their wings provide flight to any area previously visited, block
forced movement from the room and prevents tripping or falling.

Tiefling
--------
Can equip two unique magical items at a time, has a high chance to negate any single target combat
spell cast upon them, and their spells will never fail or be negated.

Class Changes...

There are 10 classes in the game, and all the classes gains a new skill at level 1, 6, 12, and promo 1
and their changes are as follows...

Warrior
-------
Bash down doors locked by normal keys, first attack on fully healed targets gains enhanced effects,
Charge at a target in another room causing a temporary stun, and attacks on targets reduces their
armor rating by 1.

Magus
-----
Focus your mind and recover all mana, blink back to the last magic shop visited, bind to non-town rooms
for quick teleportation and open a gateway to teleport entire group to bound room.

Acolyte
-------
Pray to recover all mana, recall to last temple visited, bless weapon to deal bonus damage, and place a
resurrection ward on someone to prevent death.

Rogue
-----
Dungeoneering (pick locks, avoid traps, climb walls, sneak around), chance to slash targets for bonus
weapon damage, backstab with your first attack if from stealth, backstabs have a chance to instantly
kill the target.

Hunter
------
Hunt for food and replenish your water containers, tame wild beasts as permanent pets that can gain exp
and level up, mend the wounds of your tamed beasts with bandages, and can now have two active pack beasts
or a single exotic beast active at a time.

Druid
-----
Call elemental guardians to aid you in combat, phase to an unlocked elemental shrine, lay spores that will
damage all hostiles caught within them, carpet the ground with flora that heals all allies in the room.

Archer
------
Normal projectiles have a chance to deal double damage, normal projectiles will mark targets, increasing
melee damage received, normal projectiles fired from afar will never miss and ignore armor, and normal
projectiles have a chance to kill the target.

Necrolyte
---------
Commune with the dead to heal risen guardians, perform a seance and connect your soul to a town for
teleportation, heal from all risen guardian attack damage, link to an enemy's soul avoiding death
from that foe.

Paladin
-------
Lay hands on self to provide healing, follow up a full attack round with a shield bash, lay hands will
now also cure any poison in your system, consecrate weapon to deal bonus damage and cleave all
hostiles in the room with a single swing with each attack.

Monk
----
Invoke chi abilities to aid yourself using borrowed animal powers, The 3rd consecutive hit unleashes
a free uppercut attack, Escape from combat in any dungeon or wilderness area, The 6th consecutive
hit performs a free roundhouse attack.

Notes on classes...

Hunters can now only hunt in wilderness zones but upon hunting up some food it will also provide a buff
that lasts for 2 hours, also they can tame a maximum of 10 beasts at a time with only 1 ever active,
but at promo they can run with 2 normal beasts or a single exotic beast.

Druids will come across nature shrines in each wilderness zone where they can pay homage to unlock the
ability to summon an elemental guardian from that element, to unlock it you will be required to kill X
number of specific enemies in that zone, a quest will pop up and while some are very grindy, each
guardian gives a specific passive bonus as long as they remain active. so quite worth it.

Archers now also have utility arrows, such as a grapple arrow that can be used to get out of a pit or
to grab an enemy in another room... each town offers a new combat and utility arrow.

Necrolytes will have a raise dead spell available in each town with each spell giving a better ally
to summon, and their skills are still in the "new" phase meaning their utility skills may change a bit
before final release but the core of the class relying on undead raising will remain.

Monk chi abilities are unlocked by finding the trainer in each wilderness zone and doing their quest
to unlock their power.

promotion relic weapons exist in the game and are farmable, and for those lucky enough to get the drops
they can be quite useful and are upgradeable in later towns to keep the damage up to par while not
losing the passive effects.

Equipment changes...

magus class now equips their magical weapon and fires it using the discharge command

archer class now equips their missile weapon and fires it using the "fire <projectile>" command

magical items can now be equipped, and you will be informed of what it does when it is equipped, some
are minor but some like the "ring of solid pyrite" are quite devastating, and some even come with effects that do things like save you from death and such, and the effect has a cooldown... if your ring is on one of those cooldowns, you must wait for it to expire before unequipping it.

Spell changes...

spells to me were always kind of odd, you had so many but stopped using them way too fast for the next one so i devised a way for all spells to "level up" with you, meaning just like some of the original spells where they got better with level, now all spells that have an effect like that will and in the next town you get your new one but not all spells are in the next town and you may have to go one over... for example, komiza deals 1-6 damage per the level of the caster to a single target, and that is the only combat spell available in town 1, when you get to town 2, you get access to toduza which deals 1-4 damage per level of the caster to all enemies in the room but no additional single target combat spell, that is because that will be available in town 3... and so on.

Damage changes...

you will notice some damages on things are way less than in the original, and that is intentional, as i want each region unlocked to feel like an upgraded area, all area-effect combat spells have been removed from all classes with the exception of the magus, but to make up for it, druids have certain elementals that can deal area-effect damage, necrolytes can enhance their undead to do the same, and so on... i wanted each area to feel like an upgrade. remember getting the white rune and going into the town2 sewer? wasn't much of a challenge.

Shop changes...

shop lists are condensed now, your starting default equipment per class is on par with what you would buy from a shop anyhow and now all your new town unlocks will always have a guaranteed upgrade in all areas, gear, weapons, armors, spells, potions, etc...

Guild System...

there is a guild system in the game and once you acquire one you can buy a housing addon that allows
you to place a guild house in any wilderness location and even edit the room's layout. you can also
purchase guild house addons such as vaults, and arenas, etc...

there is a lot more features added and a lot being changed daily. this will be a commercial release
which means as a sysop if you want this on your system let me know, if you want to run your own
system, let me know as well... if you are a player, a fully playable beta will launch soon.