Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.2.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 13 / 61% |
Size | medium |
Lifes / Deaths | Killed by Vorotira the deformed grizzly bear at level 9 on the 21st Dusk 122nd year of Ascendancy at 14:31 0 / 5Killed by Xerida the gloomy giant venus flytrap at level 10 on the 23rd Dusk 122nd year of Ascendancy at 00:37 Killed by Mayobretta the deformed polar bear at level 10 on the 24th Dusk 122nd year of Ascendancy at 00:27 Killed by Aerassra the rattlesnake at level 11 on the 26th Dusk 122nd year of Ascendancy at 16:36 Killed by spe at level 13 on the 48th Dusk 122nd year of Ascendancy at 07:01 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 17 (base 15) |
Magic | 47 (base 39) |
Willpower | 33 (base 17) |
Cunning | 14 (base 11) |
Resources
Life | -10/223 |
Mana | 93/224 |
Healing Factor | 1.3 |
Regeneration | 1.885 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 17 |
Accuracy | 5 |
Crit Chance | 9% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42.463941084984 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 26.85 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 12.35 |
Ranged Defense | 12.35 |
Fatigue | 1 |
Physical Save | 9.1 |
Spell Save | 36.5 |
Mental Save | 25.725 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Silence Resistance | 21% |
Teleport Resistance | 20% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 24% for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.43 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Spell / Water | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Shield |
talent | Shielding |
talent | Arcane Power |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 6% feedback damage from all damage done. Empathic Hex |
beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +66% arcane resistance. Arcane Storm |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by war hound. Escort: worried loremaster (level 1 of Heart of the Gloom) | 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 |
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 closed 0 wormhole(s). | failed |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | active |
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 |
Equipment
On feet | pair of rough leather boots 'Vorema' (10 def, 1 armour) pair of rough leather boots 'Vorema' (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +1% Spell save: +9 Spell crit. chance: +1% Damage Shield penetration: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 9 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 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 | Erelizor the linen wizard hat (1 def, 0 armour) Erelizor the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 Changes stats: +1 Con Changes resistances: +16% fire Changes damage: +11% fire / +3% physical Reduces incoming crit damage: 5.00% A pointy cloth hat, very wizardly... |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Cyrayama the steel ring Cyrayama the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +6% lightning / +11% temporal / +3% nature Changes damage: +11% temporal Mental save: +5 Silence immunity: +21% Confusion immunity: +20% Mana each turn: +0.11 Rings can have magical properties. |
On fingers | Blazenaught BlazenaughtPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random insanity Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 5 bleed Damage when hit (Melee): 8 lightning Changes stats: +5 Mag / +5 Wil / +2 Cun Changes resistances: +3% acid Changes damage: +6% acid Stun/Freeze immunity: +20% Life regen: +1.20 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around waist | Girdle of the Calm Waters 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 | Driharagorn the Sunwoe (15-18 power, 3 apr, fire element) Driharagorn the Sunwoe (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 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 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% lightning Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +40.00 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Velimina' (0 def, 1 armour) rough leather gloves 'Velimina' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 darkness Changes resistances: +5% darkness Changes damage: +9% blight / +5% darkness / +3% arcane Spell crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | linen robe 'Oakripper' (0 def, 0 armour) linen robe 'Oakripper' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +3% nature Changes damage: +9% acid Spell save: +16 Spellpower: +2 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Halokan HalokanCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.13 Spell / Earth Teleport immunity: +20% Vim when firing critical spell: +1.00 Spell crit. chance: +1% Amulets can have magical properties. |
Inventory
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.90 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel dagger 'Viperfury' (10.5-13.65 power, 6 apr)steel dagger 'Viperfury' (10.5-13.65 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 blight Burst (radius 1) on hit: +8 blight / +7 fire / +4 nature When wielded/worn: Changes damage: +6% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage)horrifying mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +3% mind / +3% darkness Life regen: +0.50 Maximum life: +12.00 Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lisenor (21-25.2 power, 3 apr, fire element) Lisenor (21-25.2 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +21% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, physical element)ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 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 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of ash arrows of wind (19/19, 19.5-27.3 power, 7 apr)psychokinetic quiver of ash arrows of wind (19/19, 19.5-27.3 power, 7 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +15 physical Arrows are used with bows to pierce your foes to death. |
linen robe of fire (+15%) (0 def, 0 armour) linen robe of fire (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of corrosion (+15%) (0 def, 0 armour)woollen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid Changes damage: +10% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinyta (0 def, 1 armour) Eilinyta (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 Armour: +1 Changes stats: +3 Str Mental save: +3 Maximum hate: +4.00 Maximum psi: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nightbrace the linen wizard hat (1 def, 0 armour) Nightbrace the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Con Changes resistances: +16% acid Changes damage: +11% acid Infravision radius: +2 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. steel shield of resilience (6 def, 2 armour, 42 block)steel shield of resilience (6 def, 2 armour, 42 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Maximum life: +44.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. spinelspinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. citrinecitrine 0.00 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 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. survivor's brass lantern of claritysurvivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Mental save: +5 Light radius: +2 See stealth: +5 See invisible: +5 Healing mod.: +13% 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. |
Tooth of the Mouth (dig speed 12 turns) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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, 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. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Achievements
By spe the Shalore Archmage level 9
15th Dusk 122nd year of Ascendancy at 02:37 see stats
By spe the Shalore Archmage level 10
22nd Dusk 122nd year of Ascendancy at 16:39 see stats
Log
spe damages herself through Martyrdom!
Cold drake hatchling hits spe for 2 fire damage.
Burning from Spe hits Cold drake hatchling for 41 fire damage.
Cold drake hatchling hits spe for 2 fire damage.
Burning from Spe hits Cold drake hatchling for 37 fire damage.
Burning from Spe hits Mayitira the white crystal for 79 fire damage.
Mayitira the white crystal hits spe for 4 fire damage.
Mayitira the white crystal casts Ice Bolt.
spe damages herself through Martyrdom!
Spe's arcane area effect hits Cold drake hatchling for 2 arcane damage.
Spe's arcane area effect hits spe for 0 arcane, 0 arcane (0 total damage).
Cold drake hatchling hits spe for 0 arcane damage.
Spe casts Flameshock.
Spe casts Inferno.
spe damages herself through Martyrdom!
Cold drake hatchling hits spe for 2 fire damage.
Burning from Spe hits Cold drake hatchling for 41 fire damage.
Cold drake hatchling hits spe for 2 fire damage.
Burning from Spe hits Cold drake hatchling for 37 fire damage.
Burning from Spe hits Mayitira the white crystal for 79 fire damage.
Mayitira the white crystal hits spe for 4 fire damage.
Burning from Spe killed Cold drake hatchling!
Elevena the cold drake hatchling uses Thermal Balance.
You feel a surge of power as a powerful creature falls nearby.
Elevena the cold drake hatchling hits Mayitira the white crystal for 0 cold, 71 fire (71 total damage).
Elevena the cold drake hatchling hits Cold drake hatchling for 0 cold, 33 fire (33 total damage).
Elevena the cold drake hatchling hits spe for 22 cold, 31 fire (52 total damage).
Mayitira the white crystal's Ice Bolt hits spe for 105 cold damage.
Saving game...