









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 20 / 90% |
| Size | small |
| Lifes / Deaths | Killed by Glamina the honey tree at level 13 on the 2nd Flare 122nd year of Ascendancy at 15:31 0 / 6Killed by shadow at level 13 on the 2nd Flare 122nd year of Ascendancy at 18:18 Killed by Voriseriarin the black bear at level 13 on the 2nd Flare 122nd year of Ascendancy at 19:40 Killed by Glorayara the spitting spider at level 14 on the 32nd Dusk 122nd year of Ascendancy at 23:26 Killed by Lisigasewyn the blue crystal at level 14 on the 33rd Dusk 122nd year of Ascendancy at 01:36 Killed by Bethara the skeleton warrior at level 20 on the 22nd Haze 122nd year of Ascendancy at 07:50 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 56 (base 47) |
| Willpower | 39 (base 19) |
| Cunning | 39 (base 33) |
Resources
| Life | -19/226 |
| Mana | 242/348 |
| Healing Factor | 1.4426086956522 |
| Regeneration | 0.36065217391305 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.851795037758% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 9 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +34% |
| Temporal | +26% |
| Lightning | +44% |
| Arcane | +29% |
| Fire | +17% |
| All | +11% |
Offense: Damage Penetration
| Arcane | +6% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 11 (36%) |
| Defense | 9 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 43 |
| Mental Save | 49 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Lightning | + 30%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 34%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 4%( 70%) |
| Fire | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 93% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 46% |
| Poison Resistance | 10% |
| Silence Resistance | 17% |
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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 347 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 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 824% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 158 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Arcane Shield |
| talent | Feather Wind |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| beneficial effect | The target is recovering 7 life each turn. Recovery |
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 lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed honey tree root. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Agrimley the hermit in creating an elixir of focus. | 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 within3 lumberjacks have died. | 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 | Arthedil the Boltstrider (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +12% lightning Changes damage: +24% lightning / +6% fire Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +42.00 Light radius: +2 Healing mod.: +11% 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 | Sparksun the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes resistances: +18% lightning / +9% fire / +11% cold Changes damage: +9% lightning / +15% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring 'Anulin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +2 Dex / +2 Cun / +1 Con Changes resistances: +3% cold Grants telepathy: Dragon Spell save: +10 (+3 eff.) Poison immunity: +10% Maximum stamina: +12.00 Spellpower: +11 (+3 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
| On fingers | gold ring 'Zubyba'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes damage: +12% arcane Mental save: +40 (+13 eff.) Confusion immunity: +37% Equilibrium when hit: +0.16 Maximum hate: +6.00 Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Silomina the yew vilestaff (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +3 Dex / +2 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Mana each turn: +0.19 Maximum mana: +47.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's rough leather gloves of dispersion (0 def, 7 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +6% Damage (Melee): 5 arcane Changes stats: +4 Mag / +4 Wil / +6 Con Changes resistances: +4% arcane / +5% physical It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Falolathabers the Sootking (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +12% fire Changes resistances penetration: +15% darkness Changes damage: +3% darkness / +11% all Spell save: +18 (+6 eff.) Mana each turn: +0.14 Psi each turn: +0.14 Spellpower: +13 (+4 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of conjuring (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances penetration: +6% arcane Changes damage: +6% arcane Critical mult.: +11.00% Maximum mana: +23.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's copper amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 154)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
stabilizing copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets can have magical properties. |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Rings can have magical properties. |
mule's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% nature Changes damage: +12% nature Maximum encumbrance: +21 Rings can have magical properties. |
savior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +7 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
potent yew magestaff of projection (125% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 126% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +23% lightning Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +6% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 31.35 to 37.62 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
AeryraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +1 Mag Changes resistances: +6% light / +6% darkness Changes damage: +6% arcane Critical mult.: +5.00% Mana when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +2 A belt that goes around your waist. |
Earusin the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Wil / +3 Con Life regen: +1.20 Psi when hit: +0.08 Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +10 A belt that goes around your waist. |
Arykira the woollen robe (0 def, 4 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +9% blight / +12% physical / +16% cold / +3% acid Changes damage: +12% physical / +11% cold Mental save: +3 (+1 eff.) Blindness immunity: +5% Life regen: +2.20 Maximum life: +43.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisawen (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +2 Wil / +3 Cun / +3 Con Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Maximum encumbrance: +23 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Boredesta' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +12% mind Mental save: +12 (+4 eff.) Psi when hit: +0.12 Infravision radius: +2 A pair of boots made of leather. |
pair of rough leather boots 'Islymina' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% acid / +3% temporal / +3% fire / +3% nature / +5% arcane Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) A pair of boots made of leather. |
Areledil the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Dex / +3 Wil / +3 Con Changes resistances: +6% fire Changes damage: +4% fire Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerysekira the 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.) Damage when hit (Melee): 16 mind Changes resistances: +18% light / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +12% light / +6% mind A pointy cloth hat, very wizardly... |
Bethoba the Cloudsever (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 20 light / 8 lightning Changes stats: +2 Wil Changes resistances: +9% lightning Changes damage: +6% lightning Physical save: +6 (+3 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Aeruroddaleg' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +3 Str / +3 Wil / +1 Cun Changes resistances: +6% mind Light radius: +1 A cap made of leather. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+12 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
2 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. |
179 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. |
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. |
2 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. |
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 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belayavea the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) Armour: +2 Changes stats: +1 Str / +2 Dex Changes resistances: +6% darkness / +5% arcane Blindness immunity: +15% Disease immunity: +5% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelamira the iron pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire Critical mult.: +9.00% Life regen: +0.20 Maximum stamina: +5.00 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Blazepride the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% mind / +6% fire Changes resistances penetration: +5% fire Changes damage: +9% mind / +3% fire Light radius: +5 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. |
Goredofang the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +12% nature / +5% arcane Stun/Freeze immunity: +10% Knockback immunity: +5% Teleport immunity: +10% Light radius: +5 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (95 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Strikepyre'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex / +2 Con Changes resistances: +12% lightning / +1% physical Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +12% 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
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 ametrine0.00 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. |
4 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. |
3 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fizzlewiz the Yeek Archmage level 14
14th Dusk 122nd year of Ascendancy at 04:49 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fizzlewiz the Yeek Archmage level 10
8th Mirth 122nd year of Ascendancy at 14:51 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Fizzlewiz the Yeek Archmage level 20
79th Dusk 122nd year of Ascendancy at 09:47 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Fizzlewiz the Yeek Archmage level 20
79th Dusk 122nd year of Ascendancy at 13:23 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Fizzlewiz the Yeek Archmage level 16
37th Dusk 122nd year of Ascendancy at 01:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fizzlewiz the Yeek Archmage level 13
2nd Summertide 122nd year of Ascendancy at 16:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fizzlewiz the Yeek Archmage level 14
27th Dusk 122nd year of Ascendancy at 13:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fizzlewiz the Yeek Archmage level 19
50th Dusk 122nd year of Ascendancy at 11:18 see stats
Log
You gain 2.23 gold from the transmogrification of quiver of elm arrows of paradox (15/15, 109% power, 5 apr).
You gain 15.62 gold from the transmogrification of Eiliniyath (24/24, 148% power, 7 apr).
You gain 15.66 gold from the transmogrification of steel plate armour 'Zubudatira' (4 def, 9 armour).
You gain 21.04 gold from the transmogrification of cured leather armour 'Duskcrack' (2 def, 4 armour).
You gain 12.94 gold from the transmogrification of Cindertrencher (2 def, 4 armour).
You gain 0.50 gold from the transmogrification of ash vilestaff (111% power, 3 apr, darkness element).
You gain 14.04 gold from the transmogrification of Torchstreaker (111% power, 3 apr, temporal element).
You gain 0.50 gold from the transmogrification of vined mindstar (87% power, 18 apr, mind damage).
You gain 18.68 gold from the transmogrification of Mardorin the vined mindstar (85% power, 18 apr, mind damage).
You gain 3.88 gold from the transmogrification of mighty elm longbow of power.
You gain 14.08 gold from the transmogrification of Salabreba the ash longbow.
You gain 13.76 gold from the transmogrification of steel greatmaul 'Kindlemight' (133% power, 2 apr).
You gain 15.77 gold from the transmogrification of steel dagger 'Tifast' (118% power, 6 apr).
You gain 3.70 gold from the transmogrification of hateful steel battleaxe of dampening (126% power, 2 apr).
There is a previous level here (press '' or right click to use).
Fizzlewiz casts Lightning.
Fizzlewiz hits Bethara the skeleton warrior for 275 lightning damage.
Fizzlewiz casts Manathrust.
Fizzlewiz hits Bethara the skeleton warrior for 218 arcane damage.
Fizzlewiz casts Shock.
Fizzlewiz's spell attains critical power!
Bethara the skeleton warrior uses Steady Shot.
Talent Lightning is ready to use.
Talent Command Staff is ready to use.
Fizzlewiz's Shock hits Bethara the skeleton warrior for 202 lightning damage.
Fizzlewiz's Shock killed Bethara the skeleton warrior!
Fizzlewiz is recovering from the damage!
Saving game...















































































