Recent posts

#1
Development / Necrolyte Spells
Last post by Daniel Spain - Jan 26, 2026, 10:21 AM
+======================+
| T1 Necrolyte Spells  |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| teka                 | 1-4x single target damage      |    1 |    15 |
| zuda                 | tier 1 raise dead spell        |    2 |    30 |
| dobuza               | +1 poison damage               |    3 |    45 |
| grazi                | dark regeneration              |    4 |    60 |
+======================+================================+======+=======+

+======================+
| T2 Necrolyte Spells  |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| kateka               | 2-5x single target damage      |    5 |    90 |
| daki                 | -1 armor drain                 |    6 |   120 |
| zudaza               | tier 2 raise dead spell        |    7 |   150 |
+======================+================================+======+=======+

+======================+
| T3 Necrolyte Spells  |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| giteka               | 3-6x single target damage      |    8 |   210 |
| zudakar              | tier 3 raise dead spell        |    8 |   270 |
| yilazi               | 1-3x life steal                |    9 |   310 |
+======================+================================+======+=======+

+======================+
| T4 Necrolyte Spells  |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| kusateka             | 4-7x single target damage      |   10 |   430 |
| zudasiva             | tier 4 raise dead spell        |   11 |   550 |
+======================+================================+======+=======+
#2
Development / Druid Spells
Last post by Daniel Spain - Jan 25, 2026, 10:59 PM
+======================+
| T1 Druid Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| pakaza               | 1-3x single target damage      |    1 |    10 |
| fadi                 | regeneration                   |    2 |    20 |
| kotari               | sustainment                    |    3 |    30 |
| tora                 | stone shield                   |    4 |    40 |
+======================+================================+======+=======+

+======================+
| T2 Druid Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| pakazuma             | 1-4x single target damage      |    5 |    60 |
| kotarimaru           | sustainment mist               |    6 |    80 |
| sivama               | 8-40 damage wind strike        |    7 |   100 |
| paka                 | thorn shield                   |    7 |   120 |
+======================+================================+======+=======+

+======================+
| T3 Druid Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| pakazadan            | 1-5x single target damage      |    8 |   160 |
| aqua                 | water shield                   |    9 |   200 |
+======================+================================+======+=======+

+======================+
| T4 Druid Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| pakazadaku           | 1-6x single target damage      |   10 |   280 |
| pyro                 | fire shield                    |   11 |   360 |
+======================+================================+======+=======+
#3
Development / Acolyte Spells
Last post by Daniel Spain - Jan 25, 2026, 10:47 PM
+======================+
| T1 Acolyte Spells    |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| motu                 | 1-6x single target healing     |    1 |    20 |
| luma                 | lumination                     |    2 |    40 |
| dobudani             | poison removal                 |    3 |    60 |
| tami                 | 1-16 single target damage      |    4 |    80 |
+==============+=======================================================+

+======================+
| T2 Acolyte Spells    |
+================ =====+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| motumaru             | 1-4x area-effect healing       |    5 |   120 |
| dobudanimaru         | poison removal mist            |    6 |   160 |
| numa                 | disease removal                |    6 |   200 |
| katami               | 2-32 single target damage      |    7 |   240 |
+======================+================================+======+=======+

+======================+
| T3 Acolyte Spells    |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| kamotu               | 2-8x single target healing     |    8 |   320 |
| zari                 | expel evil                     |    8 |   400 |
| ganazi               | restoration                    |    9 |   480 |
| gitami               | 3-48 single target damage      |    9 |   560 |
+======================+================================+======+=======+

+======================+
| T4 Acolyte Spells    |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| kamotumaru           | 2-6x area-effect healing       |   10 |   720 |
| numamaru             | disease removal mist           |   11 |   880 |
| takumi               | mobilization                   |   11 |  1040 |
| kusatami             | 4-60 single target damage      |   12 |  1200 |
+======================+================================+======+=======+
#4
Development / Magus Spells
Last post by Daniel Spain - Jan 25, 2026, 10:16 PM
+======================+
| T1 Magus Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| komiza               | 1-6x single target damage      |    1 |    20 |
| yari                 | +2 armor rating                |    2 |    40 |
| jina                 | stat boost (16 max)            |    3 |    60 |
| muda                 | summons a rock golem           |    4 |    80 |
+======================+================================+======+=======+

+======================+
| T2 Magus Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| toduza               | 1-4x area-effect damage        |    5 |   120 |
| kayari               | +3 armor rating                |    6 |   160 |
| jintok               | stat boost (20 max)            |    6 |   200 |
| kamuda               | summons a wood golem           |    7 |   240 |
+======================+================================+======+=======+

+======================+
| T3 Magus Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| komizadan            | 2-8x single target damage      |    8 |   320 |
| giyari               | +4 armor rating                |    8 |   400 |
| jintazu              | stat boost (24 max)            |    9 |   480 |
| gimuda               | summons a mud golem            |    9 |   560 |
+======================+================================+======+=======+

+======================+
| T4 Magus Spells      |
+======================+===============================================+
| Name                 | Translation                    | Mana | Price |
+----------------------+--------------------------------+------+-------+
| toduzuma             | 2-6x area-effect damage        |   10 |   720 |
| kusayari             | +5 armor rating                |   11 |   880 |
| jinaziva             | stat boost (28 max)            |   11 |  1040 |
| kusamuda             | summons a lava golem           |   12 |  1200 |
+======================+================================+======+=======+
#5
Development / Promotion I Relic Weapons
Last post by Daniel Spain - Jan 25, 2026, 12:19 PM
once promoted, if you choose to stay down the path of your current class and not combine with another class, you will get access to a promotion relic weapon; this weapon will not deal as much damage as the highest weapon you
have access to at that level, but it will have some form of passive effect that makes it worth the trade-off...

the weapon in the game right now are...

Axe of Storms - Knight-Captain weapon that will unleash a storm of lightning bolts at all hostiles in the area if all attacks land on the same target

Staff of Sorcery - Great Magus weapon that gives all single-target combat spells a 10% chance to deal critical damage which is a percentage based on your combined intellect and knowledge.

Maul of Healing - Celestial Priest weapon that heals the wielder for 50% of any single-target healing spell cast on someone else and also gives area-effect healing spells a 10% chance to deal a critical healing effect which is a percentage based on current knowledge.

Dagger of Quickness - Assassin weapon that gives the wielder a bonus attack per round

Spear of Vampirism - Pathfinder weapon that marks any target it hits allowing any tamed creature under the wielder's control to heal for a portion of any attack damage

Flail of Regeneration - enhances the wielders fadi spell to heal for 3x the normal amount and also gives the fadi spell a new dynamic as it can be cast as an area-effect spell which will heal all group members for a small amount that will tick every 5 seconds for the next 30 seconds.

Bow of Aetherwind - allows the firing of special arrows which forgo normal damage in lieu of magical-based
effects based on the arrow fired which will be consumed upon use

Staff of Sanctis-Mortem - empowers any risen undead under the wielders control and they will now heal based off damage dealt by the staff and any attacks they deal will always ignore the target's armor

To acquire these weapons, you seek out the Duergar Fortress which you must be promoted to enter, and once there you find a duergar enemy that matches your class... defeat it and you get a 10% chance to receive it.

good luck!
#6
Development / Dual-Classing System
Last post by Daniel Spain - Jan 22, 2026, 05:38 PM
In Tele-Arena Enhanced even though it is billed as a game to experience the power of the classes combined, you are not forced to, and are actually rewarded not to with the following system...

once you reach level 25 for the first time you have to promote to advance, and when doing so you will get two options... you can either continue down your current path and gain a bonus skill, or you can combine with another class and gain some of their power at a lower rate..

when combining with spellcasters, while you will have access to all of their spells you will be limited to only 50% damage for single target, and 25% for area-effect, this is done to preserve balance.

when combining with a melee class, if wielding a weapon you cannot equip on your primary class, it is done at the expense of 1 attack per round... again this is done to preserve balance.

the following are pure-class skills...

Warrior promotes and chooses Warrior will then become a Knight-Captain and will gain the sunder skill which allows each weapon hit on a target to reduce that target's armor rating by 1

Sorceror promotes and chooses Sorceror will then become a Great Magus and will gain the gate skill which allows them, to promote their entire group to a single location.

Acolyte promotes and chooses Acolyte will then become a Celestial Priest and gain the ability to place resurrection wards on others that will prevent them from being killed for a short time if they take fatal damage.

Rogue promotes and chooses Rogue will then become an Assassin and gain the ability to backstab targets if the first attack is from stealth and as they progress in levels that backstab gains an even higher chance to assassinate the target and instantly kill them.

Hunter promotes and chooses Hunter will then become a Pathfinder and gain the ability to now keep a stable with up to 12 creatures they tamed, as one dies it will go back in the stable with a 1hr resurrection timer and you can call out another.

Druid promotes and chooses Druid will then become a Great Druid and gain the ability to now protect themself with elemental nature shields which will offer protections based on the shield type... Stone shield will provide double armor protection, Thorn shield will cause attackers to take damage, Earth shield will gain +5 healing every 15 seconds, Water shield will allow all combat spells to be cast as if they are 5 levels higher, Lightning shield will reflect a portion of spell damage received, Arcane shield will reduce all incoming special attack damage, the Wind shield will prevent being moved from a room by force, the Smoke shield will give a very high chance to dodge incoming regular attacks, and the Fire shield will burn all hostiles in the room every 15 seconds.

Archer promotes and chooses Archer will then become an Elite Archer gaining the ability for their shots to deal skillful or even lethal damage instantly killing the target.

Necrolyte promotes and chooses Necrolyte will then become a Cryptkeeper and gain the ability to resurrect fallen enemies into undead servants which will fight by their side until killed.

Also pure classes gain the ability to seek out their class's relic weapon which give the following bonuses...

Knight-Captain get the Axe of Storms which can be thrown at a target and it will be pulled back to them and suffer level-based damage

Great Magus get the Staff of Magery which infuses all spellcasting abilities allowing roundly spells to be cast every 10 seconds, all combat spells to cast as if 2 levels higher using half mana, and as long as the weapon is equipped it will enhance the current worn armor to provide 3x the armor rating.

Celestial Priest gets the Maul of Healing which will always heal the wielder for half of any single-target healing spell cast on someone else

Assassin gets the Dagger of Speed which gives the wielder an extra attack per round

Pathfinder gets the Spear of Vampirism which marks any target attacked foor 15 seconds and during that time anyu tamed beast that attacks that target will heal back a portion of the damage

Great Druid gets the Flail of Regeneration which upgrades their Fadi spell to heal single targets for 3x more and gives it a new dynamic to be able to also cast it as if it was an area effect spell which will heal all
allies for the normal amount

Elite Archer gets the Bow of Elements which changes the way missile damage is dealt with this particular weapon... it shoots special elemental arrows that are fired once which deals damage equal to firing for as many attacks as you have and each arrow does something different... Fire Arrows deal damage then apply a burning effect dealing damage for the next 15 seconds, Ice Arrows ignore the armor of the target, Lightning Arrows detonate on impact and strike all hostiles in the area, Water Arrows detonate on impact with a chance to move all hostiles from the room, Wind Arrows strike the target and pull it back to your location.

Cryptkeeper gets the Staff of Souls which transfuses damage dealt into healing to any undead you have under your control and upon killing a target it will fully heal the undead.

Now if you choose to dual-class..

As a melee class, whichever class you combine with if it is a spellcaster, you will cast all single-target spells with a penalty of 50% damage, and all area-effect spells with a penalty oof 75%, while this seems low, mixed with your current classes abilities which will continue to level up as well, you can become a quite deadly adversary... Knight/Sorceror casting todukar? dumoti? Blackguard/Acolyte casting kusamotu? kusamotumaru?
Arch Druid/Necrolyte? tyhe mixture can become quite deadly.

As a spellcaster class, if you combine with a melee class that can wield weapon types your primary class cannot use, you may now wield them but at the expense of 1 attack... not too bad if you're an Arch Magus/Warrior burning things up with a full powered dumoti and swinging your levinblade for 4 attacks instead of 5.

Armor works sort of like the weapon system does, only at the expense of half of the current armor rating.
So, an Arch Druid/Warrior wearing dragon scale armor will have a 9 armor rating instead of an 18 which is still higher than what they currently can use.

Double Promotion on a pure class gains a new title, some more vitality, and they are done. this is done at level 50 promoted, then they can get another 100 levels before they are maxed out...

a dual-class double promotion takes place at level 50/25 and once you promote pending on your class-combo you will gain a special skill unique to that combo and can now level another 100 levels before you are maxed...
All skills are not done yet, but as an example...

Knight/Acolyte becomes a Paladin and gains the lay hands ability which heals, cures, and sometimes restores all without wasting a spell use, but can only be done to self.

again, this system is still in early development with only single promotion being available in the beta and i will appoint testers for the double-promotion system early on to get it tuned just right.

#7
Development / Race Skills
Last post by Daniel Spain - Jan 22, 2026, 02:32 PM
Tele-Arena is using the same 6 races from the original, but each one has a series of innate skills, and they are as follows...

Elves
-----
gain +1 mana per level and regenerate mana at 3x the normal rate
can never be tracked by hostiles
throwing weapons deal increased damage with a slight chance to kill the target
creatures they tame will always have a bonus 1-50 vitality per level

Dwarves
-------
gain bonus gold when killing monsters and finding treasures
receive less damage from traps
wield melee weapons with higher efficiency allowing them to deal more damage
creatures they tame will always have +1 attacks per round

Gnomes
------
healing potions will always provide double the healing effect
melee weapon attacks will never miss and cannot be dodged
magical spells will cost half mana and spell delays are reduced by 5 seconds
creatures they tame will gain higher spell resist and a higher chance to dodge attacks

Human
-----
gain 8% bonus experience when killing monsters
gain +5 stat cap over all other races
immune to all drain effects
creatures they tame will attack with high efficiency and never miss

Goblin
------
can see in all forms of darkness with no penalty
gains an additional attack at 31 agility
melee attack rounds reduced to 10 seconds
creatures they tame have a chance to deal skillful attack damage

Half-Ogres
----------
gains a bonus 5-10 vitality per level, and regenerates vitality at 5x the normal rate
can go longer than others without getting hungry or thirsty
can carry much more weight per point of physique than all the others
creatures they tame will always have much higher physical armor



#8
Announcements / Tele-Arena Infernal Info
Last post by Daniel Spain - 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.