Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Doctornull's Tweak Pack 1.1.6A collection of tweaks for existing ToME content. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Haunted class 1.1.5Haunted: an unarmed hate-based warrior Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ignore Race/Class Locks 1.0.6Modifies 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.] Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. New Gem Types 1.0.5Minmay's runic golem left me wanting more gems, so I made more gems! There's still a few colors here and there missing, especially at T5 due to the supersaturation of Whites, but it's a decent holdover. Three new lines of gems. Crystal Race! New race based off of the crystals of scintillating caves! Full list of gems on the thread. Items Vault 1.1.2Donators/Buyers bonus! Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Anarchist |
| Level / Exp | 30 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 6 on the 76th Pyre 122nd year of Ascendancy at 10:06 5 / 1 |
Primary Stats
| Strength | 20.252931520016 (base 10) |
| Dexterity | 19.252931520016 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 68 (base 60) |
| Willpower | 71 (base 57) |
| Cunning | 17 (base 12) |
Resources
| Life | 578/578 |
| Stamina | 340/340 |
| Paradox | 275 |
| Healing Factor | 1.3 |
| Regeneration | 0.325 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 24 |
| Crit Chance | 16% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 24 |
| Crit Chance | 16% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48.333333333333 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Temporal | +30% |
| Blight | +7% |
| Mind | +5% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Blight | +17% |
| Physical | +6% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 14.593196631935 |
| Ranged Defense | 14.593196631935 |
| Fatigue | 0 |
| Physical Save | 22.294263016003 |
| Spell Save | 42.216666666667 |
| Mental Save | 40.266666666667 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 41%( 70%) |
| Arcane | -6%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Bleed Resistance | 100% |
| Confusion Resistance | 19% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Chronomancy / Paradox | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal thuggery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Living paradox | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Temporal theft | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Matter | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Impossible magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Carbon Spikes |
| talent | Entropic Field |
| talent | Spacetime Tuning |
| talent | Energy Decomposition |
| talent | Paradox Armour |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
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 warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of Alchemists | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 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. |
| Quiver | Scorchwilter (15/15, 18.5-22.2 power, 3 apr) Scorchwilter (15/15, 18.5-22.2 power, 3 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +4.5% Capacity: 15 Special effect when this weapon hits: 10% chance to knock the target back Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +17 physical / +12 fire / +7 bleed Burst (radius 1) on hit: +4 physical Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind 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 | shielding linen wizard hat of light (+15%) (1 def, 0 armour) shielding linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Mag Changes resistances: +15% light Changes damage: +10% light Spell save: +5 A pointy cloth hat, very wizardly... |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 54.68 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +6 Rings can have magical properties. |
| On fingers | Prismquencher PrismquencherCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Armour: +8 Changes stats: +4 Str / +3 Dex Damage when the wearer is hit: 4 blight Changes resistances penetration: +10% blight Physical save: +8 Spell save: +7 Mental save: +8 Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Anuntir (15-18 power, 3 apr, temporal damage) Anuntir (15-18 power, 3 apr, temporal damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +15% temporal / +3% blight Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +6 Spell crit. chance: +2% Mindpower: +2 Staves designed for wielders of magic, by the greats of the art. |
| Around waist | 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% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | short ash starstaff of might (15-18 power, 3 apr, temporal damage) short ash starstaff of might (15-18 power, 3 apr, temporal damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
| Main armor | woollen robe 'Blazeraptor' (0 def, 0 armour) woollen robe 'Blazeraptor' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +5% physical / -6% arcane / +8% fire / -5% cold / -6% nature / +6% blight Changes resistances penetration: +6% physical / +5% fire / +7% blight Critical mult.: +10.00% Mental save: +16 Mana each turn: +0.13 Psi each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +16% Mindpower: +2 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Scorpionslicer ScorpionslicerInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +2 Dex / +3 Con Changes resistances: +6% mind Changes damage: +3% nature Critical mult.: +11.00% Amulets can have magical properties. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +21% Amulets can have magical properties. |
reinforced leather sling 'Hurylathafast' reinforced leather sling 'Hurylathafast'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +2 Changes resistances penetration: +32% physical Changes damage: +30% physical / +3% mind Physical save: +6 Slings are used to hurl stones or metal shots at your foes. |
regal linen cloak of Iron Throne (1 def, 0 armour) regal linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +2 Wil / +1 Con Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
polar rough leather gloves of dexterity (+3) (0 def, 1 armour) polar rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex Damage when the wearer hits(melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal iron gauntlets (0 def, 1 armour) temporal iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 temporal Changes resistances: +6% temporal Changes damage: +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing rough leather cap of dexterity (+2) (0 def, 1 armour) cleansing rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +5% nature / +6% blight A cap made of leather. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
6 nuummite 6 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
4 agate 4 agate0.00 Encumbrance. Type: gem / blue ; 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. |
49 alchemist agate 49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; 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. |
3 verdite 3 verdite0.00 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. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
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'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 is 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. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 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. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; 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. |
Achievements
Level 10
Got a character to level 10.By The Weaver the Skeleton Anarchist level 10
77th Pyre 122nd year of Ascendancy at 11:34 see stats
Level 20
Got a character to level 20.By The Weaver the Skeleton Anarchist level 20
9th Mirth 122nd year of Ascendancy at 00:55 see stats
Level 30
Got a character to level 30.By The Weaver the Skeleton Anarchist level 30
7th Dusk 122nd year of Ascendancy at 12:26 see stats
The Arena
Unlocked Arena mode.By The Weaver the Skeleton Anarchist level 12
3rd Mirth 122nd year of Ascendancy at 16:24 see stats
The secret city
Discovered the truth about mages.By The Weaver the Skeleton Anarchist level 21
1st Summertide 122nd year of Ascendancy at 23:56 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Ran for 37 turns (stop reason: at exit).
You gain 0.02 gold from the transmogrification of brass lantern.
You gain 1.01 gold from the transmogrification of acidic quiver of elm arrows of crippling (9/9, 7.5-10.5 power, 5 apr).
You gain 0.50 gold from the transmogrification of steel shield (6 def, 2 armour, 42.5 block).
You gain 0.77 gold from the transmogrification of iron shield of acid resistance (+16%) (4 def, 2 armour, 19.5 block).
You gain 1.42 gold from the transmogrification of spiked rough leather armour of stability (1 def, 2 armour).
You gain 1.03 gold from the transmogrification of spiked rough leather armour (1 def, 2 armour).
You gain 0.75 gold from the transmogrification of rough leather cap of strength (+3) (0 def, 1 armour).
You gain 1.10 gold from the transmogrification of mindwoven linen robe of corrosion (+16%) (0 def, 0 armour).
You gain 4.50 gold from the transmogrification of Arynne the Daybiter (22-30.8 power, 4 apr).
You gain 1.28 gold from the transmogrification of potent elm starstaff (13-15.6 power, 2 apr, light damage).
You gain 3.56 gold from the transmogrification of lifebinding elm starstaff (10-12 power, 2 apr, light damage).
You gain 0.25 gold from the transmogrification of mossy mindstar (2-2.2 power, 12 apr, nature damage).
You gain 4.20 gold from the transmogrification of Maloneg the Infernocutter (5.5-6.05 power, 18 apr, mind damage).
You gain 2.78 gold from the transmogrification of manaburning steel dagger (9.5-12.35 power, 6 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (10-13 power, 5 apr).
You gain 1.38 gold from the transmogrification of iron dagger of erosion (5.5-7.15 power, 5 apr).
You gain 1.70 gold from the transmogrification of balanced steel dagger (9.5-12.35 power, 6 apr).
You gain 1.81 gold from the transmogrification of acidic iron dagger of projection (5-6.5 power, 5 apr).
You gain 0.89 gold from the transmogrification of acidic iron dagger (5.5-7.15 power, 5 apr).
You gain 1.01 gold from the transmogrification of iron battleaxe of crippling (8.5-12.75 power, 1 apr).
You gain 1.75 gold from the transmogrification of restful copper amulet of constitution (+2).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 16%; cure magical).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
The Weaver deactivates Spacetime Tuning.
