










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Dreamelf 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Adventurer |
Level / Exp | 13 / 17% |
Size | small |
Lifes / Deaths | Killed by Eludamina the red crystal at level 13 on the 8th Flare 122nd year of Ascendancy at 14:41 / 1 |
Primary Stats
Strength | 42 (base 14) |
Dexterity | 61 (base 37) |
Constitution | 46 (base 14) |
Magic | 25 (base 25) |
Willpower | 34 (base 24) |
Cunning | 48 (base 39) |
Resources
Life | -5/469 |
Mana | 322/332 |
Stamina | 156/156 |
Psi | 94/94 |
Healing Factor | 0.74999999999996 |
Regeneration | 24.699290913022 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 67 |
Accuracy | 55 |
Crit Chance | 43% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 55 |
Crit Chance | 40% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Temporal | +4% |
Blight | +6% |
Fire | +9% |
Mind | +15% |
Offense: Damage Penetration
Darkness | +20% |
Mind | +5% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 7 (68.311688311688%) |
Defense | 72 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 30 |
Mental Save | 35 |
Defense: Resistances
Physical | + 15%( 70%) |
Darkness | + 20%( 70%) |
Light | + 20%( 70%) |
Temporal | + 19%( 70%) |
Fire | + 26%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 16%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Confusion Resistance | 60% |
Fear Resistance | 60% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 233 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Psionic / Dream Forge | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
talent | Shadow Combat |
talent | Lacerating Strikes |
talent | Volatile Poison |
talent | Augmentation |
talent | Forge Shield |
talent | Leeching Poison |
talent | Apply Poison |
talent | Close Combat Management |
talent | Beyond the Flesh |
detrimental effect | The target is on fire, taking 36.22 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Absorbs 13 damage from the next blockable attack. Currently Blocking: Darkness, Fire. Forge Shield |
beneficial effect | A flow of life spins around the target, regenerating 29.00 life per turn. Regeneration |
beneficial effect | The target's critical strike damage bonus is increased by 32%. Shadowstrike |
detrimental effect | The target is blinded, unable to see anything and takes 28.45 darkness damage per turn. Bane of Blindness |
beneficial effect | Parrying melee attacks: Has a 71% chance to deflect up to 19 damage from the next 1.7 attack(s). Parrying |
beneficial effect | Parrying melee attacks: Has a 70% chance to deflect up to 19 damage from the next 1.7 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 39 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. | 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 within2 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 Base power: 32.0 - 48.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +10 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Mental save: +6 (+3 eff.) Maximum mana: +40.00 Spell crit. chance: +1% Massive two-handed battleaxes. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Cun / +4 Con Changes damage: +12% mind Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum life: +40.00 Maximum hate: +4.00 Light radius: +2 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% arcane / +7% cold Changes damage: +3% mind Grants telepathy: Dragon Allows you to breathe in: water Maximum psi: +30.00 A cap made of leather. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 16 physical Changes stats: +2 Str A pair of boots made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 13% chance to blind Damage (Ranged): 25 light Damage when hit (Melee): 8 mind Changes resistances: +18% fire Changes resistances penetration: +5% mind Changes damage: +9% fire Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +20% darkness / +25% physical Changes damage: +6% darkness Stealth bonus: +6 A belt that goes around your waist. |
In main hand | ![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 68% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +2 Dex Changes resistances: +6% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 167% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stat: 72% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning / +4 temporal When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +4% temporal Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes damage: +6% blight Spell save: +18 (+9 eff.) Mental save: +5 (+3 eff.) Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +5% physical / +11% light / +11% darkness Physical save: +15 (+7 eff.) A suit of armour made of leather. |
Inventory
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
![]() arcing iron battleaxe (16-24 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Massive two-handed battleaxes. |
![]() insidious steel longsword (16.5-23.1 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 insidious poison Sharp, long, and deadly. |
![]() Lustreransom (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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: +2 Armour Hardiness: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% light Changes damage: +6% light / +15% fire Talent granted: +1 Command Staff Physical save: +9 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() rough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -7% Damage when hit (Melee): 8 darkness Changes stats: +5 Mag / +3 Wil / +3 Cun Changes resistances penetration: +20% darkness Mindpower: +4 (+2 eff.) See invisible: +6 A cap made of leather. |
![]() rough leather cap 'Bogblast' (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: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +2 Dex Changes damage: +27% nature / +15% fire A cap made of leather. |
![]() spiked steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +6% mind Mental save: +12 (+6 eff.) A suit of armour made of mail. |
![]() acidic steel shield of resilience (6 def, 2 armour, 44 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 13 acid Talent granted: +2 Block Maximum life: +48.00 Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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), 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. |
![]() 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Miss Fortune the Halfling Adventurer level 7
3rd Mirth 122nd year of Ascendancy at 15:47 see stats
By Miss Fortune the Halfling Adventurer level 7
3rd Mirth 122nd year of Ascendancy at 15:47 see stats
By Miss Fortune the Halfling Adventurer level 10
2nd Flare 122nd year of Ascendancy at 00:06 see stats
By Miss Fortune the Halfling Adventurer level 7
2nd Summertide 122nd year of Ascendancy at 06:08 see stats
By Miss Fortune the Halfling Adventurer level 7
10th Mirth 122nd year of Ascendancy at 12:11 see stats
Log
Miss Fortune loses sight!
Something briefly catches sight of you!
Ran for 2 turns (stop reason: taken damage).
Miss Fortune is no longer evading attacks.
Miss Fortune stops burning.
Talent Infusion: Regeneration is ready to use.
Bane of Blindness from Eludamina the red crystal hits Miss Fortune for 29 darkness damage.
Something briefly catches sight of you!
Miss Fortune misses Something.
Miss Fortune misses Something.
Miss Fortune deactivates Stealth.
Bane of Blindness from Eludamina the red crystal hits Miss Fortune for 29 darkness damage.
Something misses Miss Fortune.
Miss Fortune misses Something.
Miss Fortune misses Something.
Bane of Blindness from Eludamina the red crystal hits Miss Fortune for 24 darkness damage.
Something misses Miss Fortune.
Miss Fortune forges a dream shield to block the attack!
Miss Fortune tries to evade attacks.
Miss Fortune is on fire!
Something hits Miss Fortune for (13 blocked), 76 fire (76 total damage).
Something misses Miss Fortune.
Miss Fortune uses Infusion: Regeneration.
Miss Fortune starts regenerating health quickly.
Miss Fortune's dream shield has been strengthened by the attack!
Saving game...