









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 21 / 50% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 13 on the 8th Mirth 122nd year of Ascendancy at 22:17 0 / 6Killed by Bill the Stone Troll at level 14 on the 12nd Dusk 122nd year of Ascendancy at 22:28 Killed by Assassin Lord at level 14 on the 24th Dusk 122nd year of Ascendancy at 09:13 Killed by gwelgoroth at level 16 on the 68th Dusk 122nd year of Ascendancy at 05:39 Killed by Xanenn the awoken tentacle tree at level 16 on the 70th Dusk 122nd year of Ascendancy at 19:24 Killed by Borfast the Broken at level 21 on the 78th Haze 122nd year of Ascendancy at 13:32 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 7 (base 10) |
| Constitution | 21 (base 30) |
| Magic | 61 (base 49) |
| Willpower | 40 (base 22) |
| Cunning | 14 (base 11) |
Resources
| Life | -46/363 |
| Mana | 105/444 |
| Healing Factor | 1.306387434555 |
| Regeneration | 16.787078534031 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | +31.205122053262% |
| Spell | -30% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 13 |
| Crit Chance | 5% |
| APR | 10 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 6% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 4% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Physical | +6% |
| Lightning | +44% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Light | +10% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 13 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 34 |
| Mental Save | 33 |
Defense: Resistances
| Physical | + 8%( 70%) |
| Lightning | + 55%( 70%) |
| Nature | + 38%( 70%) |
| Temporal | + 14%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 21%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 95% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 60% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 4 darkness, 5 blight, 4 nature, 4 acid |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (70 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Arcane Power |
| talent | Shielding |
| talent | Feather Wind |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 18. Intimidated |
| beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 3 lightning, 3 darkness, 4 blight, 4 nature, 4 acid Prismatic Shield |
| detrimental effect | The target has 6 reduced saves and defense, and 3% reduced critical chance. 3 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 4. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
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 |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the repented thief from death by giant carpenter ant. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Fluffarius. Escort: repented thief (level 4 of Old Forest) | failed |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of bone giant dust. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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. | failed |
Equipment
| On feet | pair of rough leather boots 'Sulfurquench' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 lightning Changes resistances: +6% lightning / +7% temporal / +18% nature Changes resistances penetration: +5% lightning / +5% light A pair of boots made of leather. |
| Light source | piercing alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +5% all Maximum life: +61.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +16% lightning Changes damage: +11% lightning Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 150 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Zubylramira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +20 (+13 eff.) Changes resistances: +1% physical / +15% nature / +9% cold Life regen: +8.00 Maximum life: +45.00 Healing mod.: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| On fingers | savior's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
| Around waist | spiritwalker's rough leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Changes stats: +4 Mag Critical mult.: +7.00% Mana each turn: +0.11 Maximum mana: +21.00 A belt that goes around your waist. |
| In main hand | shimmering ash magestaff of fate (15-18 power, 3 apr, lightning 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% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Mana each turn: +0.10 Maximum mana: +41.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +3.00 Stamina each turn: +0.60 Maximum stamina: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormwoven linen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +6% lightning / +6% cold / +5% blight / +7% all Changes damage: +6% lightning / +6% physical / +6% cold Life regen: +1.60 Maximum life: +40.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of mindcraft (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +5 Wil / +3 Cun Spell save: +6 (+3 eff.) Maximum mana: +42.00 Mental crit. chance: +5% 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 manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 60; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.slimy woollen robe of lightning (+22%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 5% chance to slow global speed by 35% * 3 arcane resource burn Changes resistances: +22% lightning / +9% all Changes damage: +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
5 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. |
3 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 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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 Activation costs 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) Activation costs 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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
6 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. |
6 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fluffarius the Yeek Archmage level 14
59th Dusk 122nd year of Ascendancy at 13:17 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Fluffarius the Yeek Archmage level 20
10th Haze 122nd year of Ascendancy at 16:02 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fluffarius the Yeek Archmage level 10
5th Mirth 122nd year of Ascendancy at 09:58 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Fluffarius the Yeek Archmage level 20
9th Haze 122nd year of Ascendancy at 17:39 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Fluffarius the Yeek Archmage level 14
24th Dusk 122nd year of Ascendancy at 08:37 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Fluffarius the Yeek Archmage level 21
29th Haze 122nd year of Ascendancy at 13:04 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fluffarius the Yeek Archmage level 20
10th Haze 122nd year of Ascendancy at 14:39 see stats
Log
Fluffarius's arcane area effect hits Borfast the Broken for 82 arcane damage.
Fluffarius casts Lightning.
Fluffarius hits Borfast the Broken for 204 lightning damage.
Borfast the Broken loses 5 health to the entropy.
Burning from Fluffarius hits Borfast the Broken for 15 fire damage.
Talent Flame is ready to use.
Fluffarius's arcane area effect hits Borfast the Broken for 82 arcane damage.
Borfast the Broken uses Block.
Fluffarius casts Flame.
Black tendrils from Borfast the Broken grab Fluffarius!
Borfast the Broken's tendrils pull Fluffarius in!
Fluffarius's Flame hits Borfast the Broken for (43 blocked), 0 fire (0 total damage).
Borfast the Broken loses 5 health to the entropy.
Burning from Fluffarius hits Borfast the Broken for (22 blocked), 0 fire (0 total damage).
Talent Manathrust is ready to use.
Talent Chain Lightning is ready to use.
Fluffarius's arcane area effect hits Borfast the Broken for (82 blocked), 0 arcane (0 total damage).
Borfast the Broken uses Shield Pummel.
Borfast the Broken performs a melee critical strike against Fluffarius!
Fluffarius resists the shield bash!
Melee retaliation hits Borfast the Broken for 8 lightning, 8 lightning (16 total damage).
Borfast the Broken hits Fluffarius for 214 physical, 10 cold, 185 physical (409 total damage).
Fluffarius the level 21 yeek archmage was shattered to death by Borfast the Broken and offered to his dark Master on level 1 of Dreadfell.
Fluffarius's prismatic shield fades.
Fluffarius deactivates Shielding.
Fluffarius deactivates Arcane Power.
Fluffarius is not crippled anymore.
Fluffarius deactivates Feather Wind.













































































