











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 24 / 1% |
Size | medium |
Lifes / Deaths | Killed by Gigachad at level 11 on the 1st Flare 122nd year of Ascendancy at 09:20 2 / 4Killed by Borfast the Broken at level 19 on the 9th Dusk 122nd year of Ascendancy at 10:17 Killed by Slasul at level 23 on the 15th Dusk 122nd year of Ascendancy at 01:28 Killed by Slasul at level 23 on the 15th Dusk 122nd year of Ascendancy at 02:52 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 32 (base 25) |
Magic | 57 (base 53) |
Willpower | 39 (base 29) |
Cunning | 11 (base 11) |
Resources
Life | 523/523 |
Mana | 339/339 |
Healing Factor | 1.6024420161895 |
Regeneration | 15.30332125461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 22 |
Accuracy | 5 |
Crit Chance | 3% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +29% |
Light | +4% |
Nature | +5% |
Cold | +27% |
Mind | +16% |
Fire | +33% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Fire | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 7 |
Physical Save | 20 |
Spell Save | 46 |
Mental Save | 21 |
Defense: Resistances
Arcane | + 25%( 70%) |
Mind | -10%( 70%) |
All | 0%( 70%) |
Lightning | + 45%( 70%) |
Light | + 12%( 70%) |
Temporal | + 5%( 70%) |
Cold | + 70%( 70%) |
Fire | + 14%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Confusion Resistance | 26% |
Silence Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 237 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1209% for 10 turns (60 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Higher | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Burning Wake |
talent | Shielding |
talent | Wildfire |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Nimbushunt (0 def, 3 armour) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +5% temporal / +9% fire Changes resistances penetration: +10% mind Changes damage: +6% lightning A pair of boots made of leather. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Defense: +25 (+10 eff.) Damage (Melee): 6 light Damage when hit (Melee): 4 light / 6 fire Changes resistances: +6% light Changes damage: +4% light Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning / +5% cold / +5% fire Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature / +6% mind Spell save: +3 (+1 eff.) Equilibrium when hit: +0.04 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused 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 4 tidal wave that expands slowly over 7 turns, dealing 16.68 cold and 13.14 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +24% lightning / +24% cold / +6% light Changes damage: +12% lightning / +12% cold Mental save: +5 (+2 eff.) Confusion immunity: +26% Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +5 Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
Main armor | ![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +2 Str / +2 Mag / +3 Wil / +1 Con Changes resistances: +18% cold Life regen: +8.70 Maximum life: +74.00 Healing mod.: +22% A suit of armour made of leather. |
In main hand | ![]() Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 43% Changes resistances: +3% nature Changes damage: +27% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 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 7 that illuminates the area and deals 102.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Spell save: +7 (+2 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +42.00 Light radius: +3 Healing mod.: +10% 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. |
Inventory
![]() Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 43% Damage (radius 2) on crit: +12 nature When wielded/worn: Changes stats: +1 Str / +2 Mag / +7 Wil / +10 Con Changes damage: +6% nature Maximum life: +41.00 Massive two-handed battleaxes. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. It is part of a set of items. Base power: 18.8 - 22.5 Uses stat: 80% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+9 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +15% darkness / +10% arcane Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +2% It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() Merarin the Sunmight (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Con / +3 Wil Changes resistances: +6% light Changes damage: +20% lightning / +15% light Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 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 and deals 75.37 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +5% blight / +7% all Life regen: +1.70 Maximum life: +46.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +12 (+9 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() linen wizard hat of light (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% light Changes damage: +11% light A pointy cloth hat, very wizardly... |
![]() steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes resistances: +14% temporal / +10% physical Changes resistances penetration: +20% mind Talent granted: +1 Block Handheld deflection devices. This item has been sent to the Item's Vault. |
![]() Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 43% Effects when hit in melee: * 10% chance to reduce armor by 31% Damage when hit (Melee): 4 lightning Changes stats: +1 Dex / +2 Con Changes resistances: +25% lightning / +10% acid Talent granted: +1 Block Healing mod.: +5% Handheld deflection devices. This item has been sent to the Item's Vault. |
![]() quiver of ash arrows of accuracy (21/21, 20-28 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gigachad the Higher Archmage level 22
14th Dusk 122nd year of Ascendancy at 03:20 see stats
By Gigachad the Higher Archmage level 12
4th Flare 122nd year of Ascendancy at 17:52 see stats
By Gigachad the Higher Archmage level 10
10th Mirth 122nd year of Ascendancy at 07:30 see stats
By Gigachad the Higher Archmage level 20
10th Dusk 122nd year of Ascendancy at 22:11 see stats
By Gigachad the Higher Archmage level 20
11st Dusk 122nd year of Ascendancy at 19:00 see stats
Log
Water imp is on fire!
Gigachad hits Water imp for 137 fire damage.
Gigachad's cleansing fire area effect hits Water imp for 24 fire damage.
Water imp misses Gigachad.
Burning from Gigachad hits Water imp for 52 fire damage.
Gigachad casts Flameshock.
Water imp is stunned by the burning flame!
Gigachad's cleansing fire area effect hits Gigachad for 14 fire damage.
Gigachad's cleansing fire area effect hits Water imp for 24 fire damage.
Gigachad's cleansing fire area effect hits Water imp for 24 fire damage.
Welcome to level 24 [Gigachad].
Gigachad has 3 stat point(s), 1 class talent point(s), 1 generic talent point(s) to spend. Press p to use them.
You have gained one more life (2 remaining).
Burning from Gigachad hits Water imp for 52 fire damage.
Burning Shock from Gigachad hits Water imp for 38 fire damage.
Burning Shock from Gigachad killed Water imp!
Gigachad's cleansing fire area effect hits Gigachad for 14 fire damage.
Resting starts...
Talent Flame is ready to use.
Rested for 1 turns (stop reason: taken damage).
Gigachad's cleansing fire area effect hits Gigachad for 14 fire damage.
Gigachad picks up (f.): hardened leather gloves (0 def, 2 armour).
Gigachad's cleansing fire area effect hits Gigachad for 14 fire damage.
You don't see how to get there...
Talent Born into Magic is ready to use.