









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 Exploration |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 21 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Lubodtim the halfling at level 11 on the 4th Flare 122nd year of Ascendancy at 07:31 / 2Killed by Lubodtim the halfling at level 11 on the 4th Flare 122nd year of Ascendancy at 07:41 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 16 (base 12) |
| Constitution | 42 (base 40) |
| Magic | 67 (base 49) |
| Willpower | 77 (base 50) |
| Cunning | 45 (base 26) |
Resources
| Life | 434/434 |
| Mana | 355/355 |
| Healing Factor | 1.383988003127 |
| Regeneration | 7.2659370164166 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +46.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 6 |
| Infravision | 12 |
| See Stealth | 74.231921490877 |
| See Invisible | 95.001743888384 |
Offense: Barehand
| Damage | 20 |
| Accuracy | 11 |
| Crit Chance | 18% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Acid | +6% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 19.523211945154 (30%) |
| Defense | 22 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 46 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Lightning | + 29%( 70%) |
| Darkness | + 21%( 70%) |
| Cold | + 21%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 50%( 70%) |
| Fire | + 10%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 21% |
| Confusion Resistance | 26% |
| Knockback Resistance | 21% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 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: 15 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 4 turns and blocking 119 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 Constitution stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Phantasmal Shield |
| talent | Arcane Power |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Keen Senses |
| talent | Shielding |
| talent | Thunderstorm |
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 successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bloated horror heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Phoenixrend (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +8 Cun +3 Dex ----- def ----- Armour +1 Resists +3% fire Crit.chn- 10.00% ---------- misc Light +2 Disengage: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On hands | Daimehad (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Str +8 Wil dps ---------- Melee+ 10 acid Dmg.mod +6% acid ----- def ----- Armour +2 Resists +5% acid Crit.chn- 15.00% ---------- misc See.Invis +3 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. |
| On head | Branablek the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning Phys.save +3 (+2 eff.) Mind.save +7 (+3 eff.) Blind- +20% Pinning- +10% A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 16 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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 20% 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 | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
| On fingers | rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +26% Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Light source | Dimpanic1.0 T3 lite [Random Unique] Nature While equipped: Stats +2 Con +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +5 (+3 eff.) Dmg.mod +9% darkness Melee Ret 8 darkness ----- def ----- Resists +8% blight Phys.save +10 (+5 eff.) HP.reg +5.00 Heal.mod +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | regal linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Inventory
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Eclipse (18-22 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ethereal yew vilestaff of invocation (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+7 eff.) S.pwr/crit +7 Dmg.mod +20% blight Phasing +12% ----- def ----- Defense +14 (+7 eff.) Shield.pwr +8% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 29.28 to 35.13 blight damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Glorabrewyn the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% ----- def ----- Defense +2 (+1 eff.) Resists +12% blight +13% nature +5% arcane Phys.save +6 (+3 eff.) Die.at -80.00 life HP.reg +4.00 Heal.mod +13% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
timebroken woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+5 eff.) Dmg.mod +5% temporal +7% arcane +6% all ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +51.00 HP.reg +2.40 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radiancemonster the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +6 Mag +2 Cun +2 Con dps ---------- Dmg.mod +9% light ----- def ----- Armour +1 Resists +6% mind Phys.save +13 (+7 eff.) Mind.save +12 (+4 eff.) A pair of boots made of leather. |
Gunahad (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.pwr +10 (+4 eff.) Melee+ 6 temporal Ranged+ 7 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 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. |
Ragubar (25 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +5% light ----- def ----- Armour +2 Defense +25 (+13 eff.) Resists +10% light +5% arcane Max.HP +80.00 Heal.mod +10% 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. |
augmenting linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +4% acid +10% darkness +4% lightning +4% cold +4% arcane +4% fire ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness A pointy cloth hat, very wizardly... |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Achievements
Earth Master (Exploration mode)
Killed Harkor'Zun.By Alaria the Higher Archmage level 17
29th Dusk 122nd year of Ascendancy at 16:26 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Alaria the Higher Archmage level 10
9th Mirth 122nd year of Ascendancy at 16:16 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Alaria the Higher Archmage level 20
30th Haze 122nd year of Ascendancy at 09:47 see stats
Orbituary (Exploration mode)
Stabilized the Abashed Expanse to maintain it in orbit.By Alaria the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:08 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Alaria the Higher Archmage level 18
72nd Dusk 122nd year of Ascendancy at 19:21 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Alaria the Higher Archmage level 15
28th Dusk 122nd year of Ascendancy at 16:21 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Alaria the Higher Archmage level 9
3rd Mirth 122nd year of Ascendancy at 00:56 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Alaria the Higher Archmage level 20
32nd Haze 122nd year of Ascendancy at 09:38 see stats
Log
Sold: 5 aquamarine for 40.00 gold.
Sold: 6 opal for 48.00 gold.
Sold: emerald for 10.00 gold.
Sold: 2 amethyst for 16.00 gold.
Sold: quartz for 10.00 gold.
Sold: zircon for 4.00 gold.
Talent Infusion: Healing is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Alaria casts Teleport: Angolwen.
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a portal back here (press '' or right click to use).
Saving game...
Resting starts...
Saving done.
Rested for 205 turns.
Resting starts...
Today is the 40th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Teleport: Angolwen is ready to use.
Rested for 154 turns (stop reason: all resources and life at maximum).
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
The furious lightning storm around Alaria calms down and disappears.












































































