










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 | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 21 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Salybrekira the large brown snake at level 16 on the 14th Haze 122nd year of Ascendancy at 10:29 0 / 7Killed by dreaming horror at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 16:41 Killed by dreaming horror at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 17:28 Killed by Arawen the fire wyrm at level 20 on the 42nd Regrowth 123rd year of Ascendancy at 20:44 Killed by Lisymina the snow giant boulder thrower at level 20 on the 45th Regrowth 123rd year of Ascendancy at 08:45 Killed by Isumitta the blade horror at level 21 on the 66th Regrowth 123rd year of Ascendancy at 21:09 Killed by Ivorin the slaver at level 21 on the 27th Pyre 123rd year of Ascendancy at 04:18 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 31 (base 27) |
| Magic | 62 (base 50) |
| Willpower | 36 (base 24) |
| Cunning | 20 (base 11) |
Resources
| Life | -105/393 |
| Mana | 254/366 |
| Healing Factor | 1.4567164179103 |
| Regeneration | 2.403582089552 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 23 |
| Crit Chance | 15% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +24% |
| Fire | +37% |
| Nature | +12% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +5% |
| Fire | +5% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 10.009242899141 (30%) |
| Defense | 23 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 43 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 34%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 13%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 10% |
| Pinning Resistance | 5% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 410 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 410 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: 24 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 1206% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Defensive Posture |
| talent | Burning Wake |
| beneficial effect | Improves/gives invisibility (power 20), reducing damage dealt by 0%. Invisibility |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the repented thief from death by rattlesnake. Escort: repented thief (level 4 of Old Forest) | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 41. | 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. | 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Goba the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +9% darkness / +3% nature / +3% blight / +9% cold / +5% arcane / +3% fire A pair of boots made of leather. |
| Light source | Nerimina the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -14% Damage when hit (Melee): 4 mind Changes stats: +1 Str Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +8 See invisible: +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. |
| On head | Zubutta the Brighttaint (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Dex Changes resistances: +9% fire Changes resistances penetration: +10% acid / +5% fire A cap made of leather. |
| Tool | Zubinn (dig speed 15 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+4 eff.) Changes stats: +3 Str / +4 Mag / +3 Cun Changes resistances: +6% acid / +3% blight Changes damage: +24% blight Maximum mana: +56.00 Spell crit. chance: +7% Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | steel ring 'Armekalthotar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +6% temporal / +24% nature Changes damage: +12% nature Spell save: +30 (+10 eff.) Silence immunity: +10% Stun/Freeze immunity: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 | Salysekira the Blazetrencher (20-24 power, 4 apr, fire 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. Base power: 20.0 - 24.0 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% Burst (radius 1) on hit: +8 arcane When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances penetration: +5% lightning Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.13 Spellpower: +20 (+7 eff.) Spell crit. chance: +14% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 48.73 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | linen robe of fire (+18%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% fire Changes damage: +12% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Nighthue the cashmere cloak (11 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +3 Wil Changes resistances penetration: +15% darkness Mental save: +8 (+4 eff.) Life regen: +1.00 Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | GleamrainCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +3 Cun / +4 Con Changes resistances: +3% acid / +1% physical / +6% light Pinning immunity: +5% Life regen: +0.40 Stamina each turn: +0.40 Only die when reaching: -80.00 life Light radius: +2 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 223 over 5 turns)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: 14 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 Constitution 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. |
This item will automatically be transmogrified when you leave the level.phase door rune of the warrior (range 6; power 18; dur 5) 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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength 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. |
shielding rune of the psychic (absorb 282 for 3 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 282 damage for 3 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. |
Lustrespike the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Cun / +2 Str Changes resistances: +7% nature / +7% blight Changes damage: +6% light Grants telepathy: Dragon Poison immunity: +13% Disease immunity: +16% Rings can have magical properties. |
pixie's copper ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +3 Cun / +3 Mag Spellpower: +6 (+2 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.gifted mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) 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. |
This item will automatically be transmogrified when you leave the level.shimmering ash vilestaff of warding (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 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +1 Command Staff +1 Ward Mana each turn: +0.13 Maximum mana: +47.00 Spellpower: +6 (+2 eff.) 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.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. |
linen cloak 'Flarenaught' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +20% fire Changes damage: +9% fire Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% A suit of armour made of metal plates. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By magic jackic the Shalore Archmage level 20
41st Haze 122nd year of Ascendancy at 20:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By magic jackic the Shalore Archmage level 18
25th Haze 122nd year of Ascendancy at 21:44 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By magic jackic the Shalore Archmage level 18
19th Haze 122nd year of Ascendancy at 08:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By magic jackic the Shalore Archmage level 10
9th Mirth 122nd year of Ascendancy at 18:26 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By magic jackic the Shalore Archmage level 20
28th Haze 122nd year of Ascendancy at 03:52 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By magic jackic the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:12 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By magic jackic the Shalore Archmage level 13
32nd Dusk 122nd year of Ascendancy at 22:43 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By magic jackic the Shalore Archmage level 18
19th Haze 122nd year of Ascendancy at 10:14 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By magic jackic the Shalore Archmage level 20
29th Regrowth 123rd year of Ascendancy at 04:51 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By magic jackic the Shalore Archmage level 8
3rd Mirth 122nd year of Ascendancy at 05:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By magic jackic the Shalore Archmage level 18
23rd Haze 122nd year of Ascendancy at 07:54 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By magic jackic the Shalore Archmage level 21
66th Regrowth 123rd year of Ascendancy at 21:09 see stats
Log
Ivorin the slaver's light area effect hits magic jackic for (17 absorbed), 22 light (22 total damage).
Magic jackic's cleansing fire area effect hits Slaver for 10 fire damage.
Magic jackic's cleansing fire area effect hits magic jackic for (6 absorbed), 0 fire (0 total damage).
Magic jackic's cleansing fire area effect hits Enthralled slave for 10 fire damage.
Magic jackic's cleansing fire area effect hits Enthralled slave for 10 fire damage.
Magic jackic's cleansing fire area effect hits Enthralled slave for 10 fire damage.
Magic jackic's cleansing fire area effect hits Slaver for 9 fire damage.
Magic jackic's cleansing fire area effect hits Slaver for 10 fire damage.
magic jackic hits Ivorin the slaver for 17 reflected damage.
Flame is still on cooldown for 3 turns.
magic jackic hits Enthralled slave for 3 arcane damage.
magic jackic hits Enthralled slave for 17 physical, 4 arcane (21 total damage).
magic jackic hits Enthralled slave for 2 mind damage.
Enthralled slave hits magic jackic for 13 physical damage.
Enthralled slave performs a melee critical strike against magic jackic!
Burning Shock from Slaver hits magic jackic for 8 fire damage.
magic jackic hits Enthralled slave for 2 mind damage.
magic jackic hits Enthralled slave for 2 mind damage.
Enthralled slave hits magic jackic for 58 physical damage.
Enthralled slave hits magic jackic for 20 physical, 2 physical, 3 physical (25 total damage).
Burning from Magic jackic hits Enthralled slave for 32 fire damage.
Burning Shock from Magic jackic hits Enthralled slave for 14 fire damage.
Burning Shock from Magic jackic hits Enthralled slave for 14 fire damage.
Burning from Magic jackic hits Slaver for 21 fire damage.
Burning Shock from Magic jackic hits Slaver for 14 fire damage.
Ivorin the slaver casts Manathrust.
Magic jackic is not stunned anymore.
Magic jackic vanishes from sight.
Magic jackic deactivates Secrets of the Eternals.
Saving game...


















































































