Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 20 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 8 on the 5th Mirth 122nd year of Ascendancy at 10:44 0 / 6Killed by Nissani at level 17 on the 48th Haze 122nd year of Ascendancy at 02:28 Killed by fire drake at level 17 on the 49th Haze 122nd year of Ascendancy at 04:08 Killed by fire drake at level 17 on the 49th Haze 122nd year of Ascendancy at 05:35 Killed by Nissani at level 20 on the 65th Haze 122nd year of Ascendancy at 05:53 Killed by Subject Z at level 20 on the 66th Haze 122nd year of Ascendancy at 16:08 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 38 (base 30) |
| Magic | 56 (base 44) |
| Willpower | 38 (base 24) |
| Cunning | 11 (base 11) |
Resources
| Life | -5/430 |
| Mana | 128/327 |
| Healing Factor | 1.5917424629681 |
| Regeneration | 6.2237130302053 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 12 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46.666666666667 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 7 |
| Physical Save | 21.925 |
| Spell Save | 26.45 |
| Mental Save | 21.575 |
Defense: Resistances
| Light | + 30%( 70%) |
| Blight | + 20%( 70%) |
| All | 0%( 70%) |
| Cold | + 45%( 70%) |
| Nature | + 33%( 70%) |
Inscriptions (4/4)
| Infusion | Effective talent level: 1.0 MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 533% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusion | Effective talent level: 1.0 HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 145 life. Its effects scale with your Willpower stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 22% for 4 turns. |
| Rune | Effective talent level: 1.0 ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 915% over 10 turns and instantly restoring 46 mana. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Shield |
| talent | Shielding |
| talent | Arcane Power |
| beneficial effect | The target is recovering 3 life each turn and it's healing modifier has been increased by 8%. Recovery |
| detrimental effect | The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. 62 HP on the iceblock remaining. Frozen |
| detrimental effect | The target has recently blinked through a wall using probability travel. Time Prison |
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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 |
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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 17. | active |
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. | 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: * You've found the needed black mamba head. * You've found the needed skeleton mage skull. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed hummerhorn wing. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed giant spider spinneret. * You've found the needed honey tree root. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Glorudhena (0 def, 1 armour) Glorudhena (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Maximum vim: +20.00 Spellpower: +4 Defense after a teleport: +15 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat of earthrunes (1 def, 2 armour) linen wizard hat of earthrunes (1 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Changes stats: +2 Con It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 2.6 Power cost: 80 out of 80/80. Range: 7.00 Travel Speed: instantaneous Is Spell: true Description: Entomb yourself in a wall of stone for 7 turns. At level 4 it becomes targetable. Duration will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Forestspiker of illumination [power 5] (5 cooldown) Forestspiker of illumination [power 5] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% nature Changes resistances penetration: +5% arcane Defense after a teleport: +20 It can be used to light the area (rad 5), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% 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 tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Spellpower: +6 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | shimmering ash magestaff of wizardry (15-18 power, 3 apr, lightning damage) shimmering ash magestaff of wizardry (15-18 power, 3 apr, lightning damage)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: 100% Mag Damage type: Lightning Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes damage: +15% lightning Talent granted: +1 Command Staff Maximum mana: +52.00 Spellpower: +9 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady rough leather gloves of strength (+3) (0 def, 1 armour) steady rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Physical power: +5 Armour: +1 Changes stats: +3 Str Physical save: +6 Mental save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | nimble rough leather armour of Eyal (1 def, 2 armour) nimble rough leather armour of Eyal (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Ranged Defense: +3 Fatigue: +6% Changes stats: +2 Dex Life regen: +0.50 Maximum life: +40.00 Movement speed: +10% Healing mod.: +11% A suit of armour made of leather. |
| Cloak | enveloping linen cloak of resilience (7 def, 0 armour) enveloping linen cloak of resilience (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.15 Maximum mana: +22.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. psychic's vision rune (radius 10)psychic's vision rune (radius 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 17) for 18 turns. Its effects scale with your Willpower 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. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. caustic steel longsword of disruption (11.5-16.1 power, 3 apr)caustic steel longsword of disruption (11.5-16.1 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage conversion: 29% acid blind Damage against: +6% Undead / +7% Construct When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.50 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. cruel yew starstaff of illumination (20-24 power, 4 apr, temporal damage)cruel yew starstaff of illumination (20-24 power, 4 apr, temporal damage) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 Spell crit. chance: +3% Light radius: +1 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 Spell: true Description: Creates a globe of pure light with a radius of 8 that illuminates the area. At level 3 it also blinds all who see it (except the caster) for 3 turns. At level 4 it also deals 93.67 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe of stability (2 def, 0 armour)focusing cashmere robe of stability (2 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Physical save: +15 Mana each turn: +0.15 Psi each turn: +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere wizard hat of magic (+5) (2 def, 0 armour) spellwoven cashmere wizard hat of magic (+5) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag Spellpower: +3 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour (2 def, 6 armour)enlightening steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training (level 2) Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +2 Cun / +2 Wil Mental save: +13 A suit of armour made of mail. |
onyx 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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald 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 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
garnet garnet0.00 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% Gems can be sold for money or used in arcane rituals. |
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. |
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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 quartz 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nissani the Cornac Archmage level 16
19th Haze 122nd year of Ascendancy at 16:15 see stats
Exterminator
Killed 1000 creaturesBy Nissani the Cornac Archmage level 19
55th Haze 122nd year of Ascendancy at 09:03 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nissani the Cornac Archmage level 19
56th Haze 122nd year of Ascendancy at 12:41 see stats
Level 10
Got a character to level 10.By Nissani the Cornac Archmage level 10
8th Mirth 122nd year of Ascendancy at 09:40 see stats
Level 20
Got a character to level 20.By Nissani the Cornac Archmage level 20
61st Haze 122nd year of Ascendancy at 02:56 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Nissani the Cornac Archmage level 2
75th Pyre 122nd year of Ascendancy at 00:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nissani the Cornac Archmage level 15
23rd Dusk 122nd year of Ascendancy at 23:55 see stats
The Right thing to do
You did the righteous thing in the ring of blood and disposed of the Blood Master.By Nissani the Cornac Archmage level 15
43rd Dusk 122nd year of Ascendancy at 03:31 see stats
Thralless
Free at least 30 enthralled slaves in the slavers compound.By Nissani the Cornac Archmage level 15
42nd Dusk 122nd year of Ascendancy at 02:48 see stats
Treasure Hunter
Amass 1000 gold pieces.By Nissani the Cornac Archmage level 19
56th Haze 122nd year of Ascendancy at 15:42 see stats
Log
Subject Z is encased in ice!
Nissani hits Subject Z for 67 cold damage.
Subject Z uses Dark Tendrils.
Nissani casts Manathrust.
Nissani activates Probability Travel.
Subject Z uses Dirty Fighting.
The dark tendrils lash at Subject Z.
Subject Z hits Iceblock for 19 darkness damage.
Subject Z hits Iceblock for 30 physical damage.
Subject Z hits Iceblock for 19 darkness damage.
Subject Z hits Iceblock for 26 physical damage.
Subject Z hits Iceblock for 2 nature damage.
Subject Z hits Iceblock for 7 cold damage.
Subject Z uses Shadowstep.
Nissani deactivates Probability Travel.
Subject Z is free from the ice.
Subject Z uses Shadowstep.
Nissani is poisoned!
Nissani is recovering from the damage!
Nissani is dazed!
Subject Z hits Nissani for 113 darkness, 2 nature, 19 darkness, 84 darkness, 4 cold, 19 darkness damage (total 237.29).
The dark tendrils dissipate.
Nissani is not dazed anymore.
Subject Z hits Nissani for 2 nature damage.
Subject Z uses Flurry.
Nissani is encased in ice!
Nissani is no longer poisoned.
Saving done.
Saving done.
Saving game...
