









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 23 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 19 on the 16th Haze 122nd year of Ascendancy at 14:12 4 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 35 (base 23) |
| Magic | 67 (base 53) |
| Willpower | 42 (base 31) |
| Cunning | 29 (base 11) |
Resources
| Life | 450/450 |
| Mana | 146/346 |
| Healing Factor | 1.1829268292683 |
| Regeneration | 0.29573170731708 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 6 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +22% |
| Darkness | +10% |
| Mind | +7% |
| Arcane | +35% |
Defense: Base
| Armour (hardiness) | 10 (36%) |
| Defense | 12 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 44 |
| Mental Save | 38 |
Defense: Resistances
| Physical | + 4%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 21%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 46%( 70%) |
| Mind | + 7%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 10% |
| Disarm Resistance | 10% |
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 834% for 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 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 | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Shielding |
| talent | Arcane Power |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You failed to protect the lost warrior from death by HDed Archmag. Escort: lost warrior (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed snow giant kidney. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Velonn the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Fatigue: +1% Changes stats: +1 Dex Changes resistances: +6% temporal Spell save: +9 (+3 eff.) Blindness immunity: +20% Disarm immunity: +10% Only die when reaching: -60.00 life Movement speed: +20% A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +4 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 | psion's linen wizard hat of earthrunes (1 def, 1 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +1 (+1 eff.) Changes stats: +2 Con Changes resistances: +7% mind Changes damage: +7% mind Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Maximum psi: +12.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.3 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 97.25 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| On fingers | mule's steel ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +20% darkness Changes damage: +10% darkness Maximum encumbrance: +20 Rings can have magical properties. |
| Around waist | GlimmerbrawnInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+4 eff.) Defense: +9 (+8 eff.) Changes stats: +2 Wil / +4 Cun / +4 Con Changes resistances: +3% light Critical mult.: +15.00% Stealth bonus: +11 Mental save: +11 (+4 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
| In main hand | Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
| On hands | stone warden's rough leather gloves (0 def, 8 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +8 Armour Hardiness: +6% Changes stats: +6 Con Changes resistances: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes damage: +17% arcane Spell crit. chance: +17% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Mag / +3 Wil Changes resistances: +13% darkness / +15% temporal Spell save: +5 (+2 eff.) Maximum mana: +47.00 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
phase door rune of the wizard (range 11; power 32; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Magic stat. 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. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+7 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
ash starstaff 'Bogbreaker' (15-18 power, 3 apr, physical element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +3% nature Changes damage: +15% nature / +15% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt 'Nothad'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Wil Changes resistances: +3% mind Reduced damage from: +20% Summoned Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.12 Maximum hate: +2.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gakhad the Airwilter (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +18% lightning Changes resistances penetration: +25% lightning Changes damage: +13% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Mana each turn: +0.11 Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
agate0.00 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. |
208 alchemist agate0.00 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 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. |
15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
3 emerald0.00 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered 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), costing 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. |
4 amethyst0.00 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. |
3 quartz0.00 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 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
Bringer of Doom
Killed a Bringer of Doom.By HDed Archmag the Higher Archmage level 10
3rd Summertide 122nd year of Ascendancy at 10:17 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By HDed Archmag the Higher Archmage level 22
52nd Regrowth 123rd year of Ascendancy at 14:09 see stats
Exterminator
Killed 1000 creatures.By HDed Archmag the Higher Archmage level 18
7th Haze 122nd year of Ascendancy at 10:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By HDed Archmag the Higher Archmage level 19
16th Haze 122nd year of Ascendancy at 15:16 see stats
Level 10
Got a character to level 10.By HDed Archmag the Higher Archmage level 10
8th Mirth 122nd year of Ascendancy at 13:35 see stats
Level 20
Got a character to level 20.By HDed Archmag the Higher Archmage level 20
16th Haze 122nd year of Ascendancy at 15:31 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By HDed Archmag the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:58 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By HDed Archmag the Higher Archmage level 20
60th Haze 122nd year of Ascendancy at 16:00 see stats
The Arena
Unlocked Arena mode.By HDed Archmag the Higher Archmage level 10
8th Mirth 122nd year of Ascendancy at 13:49 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By HDed Archmag the Higher Archmage level 20
33rd Haze 122nd year of Ascendancy at 09:45 see stats
Treasure Hunter
Amassed 1000 gold pieces.By HDed Archmag the Higher Archmage level 19
13rd Haze 122nd year of Ascendancy at 07:30 see stats
Log
You gain 5.76 gold from the transmogrification of hateful thorny mindstar of frost (7.5-8.25 power, 24 apr, mind damage).
You gain 4.57 gold from the transmogrification of mighty ash longbow of true flight.
You gain 1.65 gold from the transmogrification of flaming stralite dagger of massacre (33-42.9 power, 9 apr).
You gain 2.73 gold from the transmogrification of balanced dwarven-steel dagger of projection (19-24.7 power, 7 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 17th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 18th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 19th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Ran for 5 turns (stop reason: hostile spotted to the north (adventurers party)).
You don't see how to get there...
Today is the 20th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 21st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
You don't see how to get there...
Today is the 22nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 23rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
HDed Archmag deactivates Disruption Shield.
HDed Archmag deactivates Feather Wind.
HDed Archmag deactivates Thunderstorm.
The furious lightning storm around HDed Archmag calms down and disappears.
HDed Archmag deactivates Shielding.
HDed Archmag deactivates Arcane Power.










































































