Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.2.0Donators/Buyers bonus! Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tirakai's Maul Fix 1.2.5NO LONGER NEEDS TO BE USED. Do not use if you are running 1.3 or higher. Fixed Tirakai's Maul pre 1.3 Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 14 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by naga tidecaller at level 1 on the 74th Pyre 122nd year of Ascendancy at 23:26 / 4Killed by Arsum the thalore at level 13 on the 13rd Haze 122nd year of Ascendancy at 18:30 Killed by Arsum the thalore at level 13 on the 13rd Haze 122nd year of Ascendancy at 20:39 Killed by elven cultist at level 13 on the 28th Haze 122nd year of Ascendancy at 11:57 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 14) |
| Magic | 54 (base 40) |
| Willpower | 17 (base 10) |
| Cunning | 32 (base 27) |
Resources
| Life | 301/301 |
| Positive | 29/59 |
| Negative | 56/59 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 7 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47.666666666667 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.35 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 15 (60%) |
| Defense | 24.175 |
| Ranged Defense | 25.175 |
| Fatigue | 1 |
| Physical Save | 30.031120524946 |
| Spell Save | 41.037413683297 |
| Mental Save | 22.0125 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 36% |
| Stun Resistance | 36% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 14% for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Effects
| talent | Hymn of Perseverance |
| talent | Corona |
| talent | Chant of Fortitude |
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&039;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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | done |
Escort: repented thief (level 1 of Ruins of Kor'Pul) | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders&LIGHT_GREENWHITESLATE | active |
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&WHITELIGHT_GREEN039;ve found the needed bear paw. The Brotherhood of Alchemists* &039;ll need to find one with a ring, preferably an expensive one.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.&WHITESLATE039;Needed: one pouch of faeros ash. They&039; * &039;t drink it, even if it tells you to.&WHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITELIGHT_GREEN039;ve found the needed hummerhorn wing. * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You&039; * &039; | 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 within3 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. | done |
Equipment
| On feet | scholar& scholar&Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Spellpower: +4 A pair of boots made of leather. |
| On hands | radiant rough leather gloves of magic (+3) (0 def, 1 armour) radiant rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 light Changes stats: +3 Mag Changes resistances: +6% light Changes damage: +4% arcane / +4% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox& Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | rogue& rogue&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Defense: +8 Changes stats: +4 Cun Spellpower: +6 Mindpower: +8 Rings can have magical properties. |
| On fingers | warrior& warrior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
| Around waist | blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 Stealth bonus: +6 Mental save: +6 Spellpower: +3 A belt that goes around your waist. |
| Main armor | Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
| In main hand | Eclipse (18-21.6 power, 4 apr, physical element) Eclipse (18-21.6 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| Cloak | spellcowled cashmere cloak of the Shaloren (2 def, 0 armour) spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Mag / +4 Wil Spell save: +8 Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. |
Inventory
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con 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. |
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. hateful steel dagger of daylight (13-16.9 power, 6 apr)hateful steel dagger of daylight (13-16.9 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 darkness / +5 light Damage against: +6% Living / +7% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger &039; (13-16.9 power, 6 apr)steel dagger &039; (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Dex, 45% Str Damage type: Blight Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +14 insidious poison When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +9% mind Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword of purging (13.5-18.9 power, 3 apr)steel longsword of purging (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +7 nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. cruel elm starstaff of warding (10-12 power, 2 apr, light element)cruel elm starstaff of warding (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 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: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Defense: +4 Maximum wards: +2 light Changes damage: +10% light Talents granted: +1 Ward +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
This item will automatically be transmogrified when you leave the level. enveloping linen cloak of Iron Throne (7 def, 0 armour)enveloping linen cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +1 Str / +2 Con Physical save: +6 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. linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots &039; (0 def, 1 armour)pair of rough leather boots &039; (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Mag / +3 Wil Changes damage: +6% lightning Poison immunity: +15% Disarm immunity: +15% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 38.5 block)steel shield (6 def, 2 armour, 38.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Hornet Stingers (20/20, 18-25.2 power, 10 apr)Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
4 agate 4 agate0.00 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 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. |
opal 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 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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. |
iron pickaxe of endurance (dig speed 36 turns) =digger= iron pickaxe of endurance (dig speed 36 turns) =digger=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe&LASTANTIQUE_WHITE |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level. icy pouch of steel shots of accuracy (20/20, 20.5-24.6 power, 2 apr)icy pouch of steel shots of accuracy (20/20, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 Damage (Ranged): +5 cold Shots are used with slings to pummel your foes to death. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Loopie the Shalore Anorithil level 8
3rd Dusk 122nd year of Ascendancy at 18:59 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Loopie the Shalore Anorithil level 10
23rd Dusk 122nd year of Ascendancy at 07:00 see stats
Lost in translation (Exploration mode)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Loopie the Shalore Anorithil level 3
77th Pyre 122nd year of Ascendancy at 13:58 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Loopie the Shalore Anorithil level 12
45th Dusk 122nd year of Ascendancy at 09:15 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Loopie the Shalore Anorithil level 13
25th Haze 122nd year of Ascendancy at 18:17 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Loopie the Shalore Anorithil level 7
3rd Summertide 122nd year of Ascendancy at 18:43 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Loopie the Shalore Anorithil level 7
2nd Flare 122nd year of Ascendancy at 06:35 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Loopie the Shalore Anorithil level 14
34th Haze 122nd year of Ascendancy at 20:05 see stats
Log
Loopie rearms.
Talent Twilight is ready to use.
Loopie overcomes the gloom
Loopie feels pain again.
Loopie is no longer out of phase.
Loopie casts Moonlight Ray.
You collect a new ingredient: bear paw.
Loopie hits Giant black ant for 215 darkness damage.
Loopie hits Layubretta the polar bear for 179 darkness damage.
Loopie killed Layubretta the polar bear!
Loopie killed Giant black ant!
Talent Moonlight Ray is ready to use.
Talent Rune: Phase Door is ready to use.
The shield around Loopie crumbles.
Loopie picks up (k.): pair of rough leather boots &039; (0 def, 1 armour).
Resting starts...
Talent Barrier is ready to use.
Talent Infusion: Wild is ready to use.
Talent Providence is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Loopie casts Twilight.
Talent Twilight is ready to use.
