












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Yeek |
Class | Archmage |
Level / Exp | 15 / 100% |
Size | small |
Lifes / Deaths | Killed by yaech psion at level 1 on the 77th Pyre 122nd year of Ascendancy at 16:44 / 40Killed by ritch flamespitter at level 8 on the 5th Mirth 122nd year of Ascendancy at 06:48 Killed by Ben Cruthdar, the Cursed at level 8 on the 22nd Dusk 122nd year of Ascendancy at 07:27 Killed by Ben Cruthdar, the Cursed at level 8 on the 22nd Dusk 122nd year of Ascendancy at 07:38 Killed by thought-forged bowman at level 9 on the 22nd Haze 122nd year of Ascendancy at 20:00 Killed by Yeetor at level 10 on the 24th Haze 122nd year of Ascendancy at 05:17 Killed by armoured skeleton warrior at level 11 on the 10th Regrowth 123rd year of Ascendancy at 18:16 Killed by armoured skeleton warrior at level 11 on the 10th Regrowth 123rd year of Ascendancy at 18:58 Killed by armoured skeleton warrior at level 12 on the 10th Regrowth 123rd year of Ascendancy at 20:09 Killed by armoured skeleton warrior at level 12 on the 10th Regrowth 123rd year of Ascendancy at 20:15 Killed by armoured skeleton warrior at level 12 on the 10th Regrowth 123rd year of Ascendancy at 20:26 Killed by Saluldatha the armoured skeleton warrior at level 12 on the 10th Regrowth 123rd year of Ascendancy at 20:51 Killed by snow giant thunderer at level 13 on the 12nd Regrowth 123rd year of Ascendancy at 07:15 Killed by snow giant boulder thrower at level 13 on the 12nd Regrowth 123rd year of Ascendancy at 14:59 Killed by teluvorta at level 13 on the 13rd Regrowth 123rd year of Ascendancy at 03:01 Killed by Rantha the Abomination at level 14 on the 14th Regrowth 123rd year of Ascendancy at 12:16 Killed by Rantha the Abomination at level 14 on the 14th Regrowth 123rd year of Ascendancy at 13:06 Killed by Isirimita the dredgling at level 14 on the 14th Regrowth 123rd year of Ascendancy at 17:21 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 18:31 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 18:41 Killed by Chronolith Twin at level 14 on the 15th Regrowth 123rd year of Ascendancy at 18:47 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 18:55 Killed by Chronolith Twin at level 14 on the 15th Regrowth 123rd year of Ascendancy at 19:05 Killed by Chronolith Twin at level 14 on the 15th Regrowth 123rd year of Ascendancy at 19:35 Killed by Chronolith Twin at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:05 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:13 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:17 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:21 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:25 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:29 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:33 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:37 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:41 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:45 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:49 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:53 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 20:57 Killed by Chronolith Clone at level 14 on the 15th Regrowth 123rd year of Ascendancy at 21:01 Killed by snow giant boulder thrower at level 15 on the 16th Regrowth 123rd year of Ascendancy at 19:37 Killed by Voryldarin the snow giant at level 15 on the 17th Regrowth 123rd year of Ascendancy at 01:14 |
Primary Stats
Strength | 9 (base 12) |
Dexterity | 11 (base 13) |
Constitution | 12 (base 17) |
Magic | 52 (base 36) |
Willpower | 31 (base 20) |
Cunning | 20 (base 16) |
Resources
Life | 105/153 |
Mana | 17/103 |
Healing Factor | 1.1191526171257 |
Regeneration | 4.7563986227842 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 5.7463200605462 |
See Invisible | 13.355483977428 |
Offense: Mainhand
Damage | 21 |
Accuracy | 5 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Acid | +13% |
Light | +17% |
Cold | +17% |
Mind | +16% |
Arcane | +24% |
Fire | +41% |
All | +7% |
Offense: Damage Penetration
Lightning | +10% |
Mind | +10% |
Arcane | +15% |
Fire | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 21.927629065873 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 24 |
Mental Save | 21 |
Defense: Resistances
Acid | + 12%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 37%( 70%) |
All | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 41%( 70%) |
Temporal | + 12%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 30%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 55% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 495 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% 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 (377 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 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Ice | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 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 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Phantasmal Shield |
talent | Arcane Power |
talent | Keen Senses |
talent | Arcane Shield |
talent | Shielding |
detrimental effect | The target is confused, acting randomly (chance 26%) and unable to perform complex actions. Confused |
beneficial effect | The mana surge engulfs the target, regenerating 4.10 mana per turn. Surging mana |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The time distortion has created a restoration field, healing the target for 14 each turn. Temporal Restoration Field |
beneficial effect | You have an arcane eye observing for you in a radius of 5. Arcane Eye |
beneficial effect | The target is surrounded by a space distortion that randomly sends (46% chance) incoming damage to another target (Varsha the Writhing). Absorbs 115/277 damage before it crumbles. Displacement Shield |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed xorn fragment. * You've found the needed electric eel tail. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +6 (+6 eff.) Movement speed: +25% A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.73 to 89.19 lightning damage (59.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 211 Base Damage: 104 Armor: 1 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+5 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +3% temporal Changes damage: +9% mind Life regen: +4.00 Spellpower: +7 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Changes resistances: +3% mind / +20% fire Changes resistances penetration: +10% mind Changes damage: +10% fire Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% light / +6% darkness Maximum encumbrance: +22 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 10 arcane resource burn * 20% chance to slow global speed by 42% Damage when hit (Melee): 2 nature Changes resistances: +3% acid / +6% cold / +3% lightning Changes resistances penetration: +5% nature Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 95.35 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes resistances: +12% lightning Changes resistances penetration: +10% arcane / +10% lightning Changes damage: +5% arcane / +6% acid 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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes damage: +7% all Spellpower: +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Damage when hit (Melee): 4 fire Changes resistances: +3% fire / +15% cold Changes resistances penetration: +5% arcane / +15% fire Changes damage: +12% arcane / +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 293.18 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +20 Rings make your fingers look great! |
![]() mule's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+5 eff.) Fatigue: -5% Maximum encumbrance: +20 Spellpower: +6 (+2 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
![]() Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+7 eff.) Changes damage: +18% cold Talent granted: +1 Command Staff Spellpower: +8 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 95.35 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% temporal Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +37.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Mental save: +5 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +2 Str / +1 Con Physical save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% darkness / +11% all Changes damage: +10% darkness Mental save: +22 (+11 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 30% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Damage when hit (Melee): 6 light / 2 fire Changes resistances: +17% cold Changes resistances penetration: +5% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Yeetor the Yeek Archmage level 9
22nd Dusk 122nd year of Ascendancy at 07:45 see stats
By Yeetor the Yeek Archmage level 10
23rd Haze 122nd year of Ascendancy at 09:40 see stats
By Yeetor the Yeek Archmage level 12
10th Regrowth 123rd year of Ascendancy at 20:45 see stats
Log
Yeetor casts Displacement Shield.
The very fabric of space alters around Yeetor.
The fabric of time around Yeetor stabilizes to normal.
The powerful time-altering energies generate a restoration field on Yeetor.
Talent Aegis is ready to use.
Varsha the Writhing roars!
Yeetor wanders around!
Yeetor teleports some damage to Varsha the Writhing!
Varsha the Writhing hits Yeetor for (162 teleported), 0 physical (0 total damage).
Varsha the Writhing hits Varsha the Writhing for 162 teleported damage.
Yeetor casts Congeal Time.
Yeetor receives 16 healing from Temporal Restoration Field.
Varsha the Writhing uses Nature's Touch.
Varsha the Writhing receives 200 healing.
Varsha the Writhing slows down.
Voryldarin the snow giant casts Moonlight Ray.
Talent Mudslide is ready to use.
Talent Manathrust is ready to use.
Voryldarin the snow giant hits Yeetor for 88 darkness damage.
Yeetor receives 16 healing from Temporal Restoration Field.
Voryldarin the snow giant casts Mind Disruption.
Yeetor receives 16 healing from Temporal Restoration Field.
Yeetor hits Varsha the Writhing for 16 lightning damage.
Saving game...
Saving done.