Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Adventurer Plus Addon 1.1.3Incompatibilities: There shouldn't be, unless you name your class "Hero" also. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: 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: Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Everything is Unique! 1.3.1Bite-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. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 59 / 97% |
Size | medium |
Lifes / Deaths | Killed by Akanra the thalore at level 59 on the 34th Dusk 122nd year of Ascendancy at 02:59 / 1 |
Primary Stats
Strength | 23 (base 23) |
Dexterity | 73 (base 69) |
Constitution | 62 (base 62) |
Magic | 30 (base 22) |
Willpower | 62 (base 62) |
Cunning | 83 (base 69) |
Resources
Life | -53/1336 |
Stamina | 172/326 |
Healing Factor | 1 |
Regeneration | 122.04606627498 |
Speed
Mental | +1306.9741808976% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 52 |
Stealth | 5299.4820323662 |
Offense: Mainhand
Damage | 208 |
Accuracy | 107 |
Crit Chance | 184% |
APR | 537 |
Speed | 0.07 |
Offense: Offhand
Damage | 206 |
Accuracy | 107 |
Crit Chance | 184% |
APR | 537 |
Speed | 0.06 |
Offense: Spell
Spellpower | 27.5 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 45.533333333333 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 119.30465950418 |
Ranged Defense | 119.30465950418 |
Fatigue | 2 |
Physical Save | 28.375 |
Spell Save | 292.61333333333 |
Mental Save | 43.583333333333 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (2/3)
Infusions | Effective talent level: 0.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 0.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Cunning / Stealth | 100000.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 50.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Trapping | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 100.00 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 50.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 50.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 5.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Acrobatics | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Precision |
talent | Momentum |
talent | Lacerating Strikes |
talent | Stealth |
beneficial effect | Parrying melee attacks: Has a 98% chance to deflect up to 201 damage from the next 2.0 attack(s). Parrying |
detrimental effect | The target is frozen on the ground, able to act freely but not move. Frozen Feet |
detrimental effect | The target has been drained of all heat, reducing stun resistance by 50% and preventing movement. Hypothermia |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You failed to protect the worried loremaster from death by Neralratira the king cobra. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
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 |
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 |
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. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 2 power out of 50/50) : Effective talent level: 2.0 Power cost: 2 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 28 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
In main hand | chilling voratun dagger of projection (38.5-50.05 power, 9 apr) chilling voratun dagger of projection (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +11 mind / +20 cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 1 turns. Sharp, short and deadly. |
On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door in range 6, radius 2, costing 1 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
Main armor | drakeskin leather armour of cold resistance (5 def, 8 armour) drakeskin leather armour of cold resistance (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +23% cold A suit of armour made of leather. |
In off hand | quick voratun dagger (38-49.4 power, 9 apr) quick voratun dagger (38-49.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Sharp, short and deadly. |
Inventory
This item will automatically be transmogrified when you leave the level. greater elven-wood magestaff (25-30 power, 5 apr, physical damage)greater elven-wood magestaff (25-30 power, 5 apr, physical damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Spellpower: +18 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ChargesmasherChargesmasher Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 10% chance to gain 10% of a turn * 42% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +4 Con Changes resistances: +6% lightning / +9% fire / +11% cold / +6% temporal Changes resistances penetration: +20% lightning Changes damage: +9% temporal Reduced damage from: +22% Summoned Physical save: +10 (+5 eff.) Mental save: +22 (+7 eff.) Maximum life: +98.00 Maximum mana: +50.00 Maximum stamina: +35.00 Maximum hate: +15.00 Maximum psi: +31.00 Maximum vim: +29.00 Maximum pos.energy: +26.00 Maximum neg.energy: +29.00 Spellpower: +7 (+4 eff.) Mindpower: +15 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +16 It can be used to create a temporary shield that absorbs 266 damage, putting all charms on cooldown for 1 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe of Angolwen (5 def, 0 armour)ancient elven-silk robe of Angolwen (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Wil / +16 Mag Changes resistances penetration: +14% physical / +15% temporal Changes damage: +19% physical / +19% temporal Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+10 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
3 agate 3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
230 alchemist agate 230 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (57/57) Rod of Recall (57/57)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 7 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 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. |
3 amethyst 3 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kuro the Cornac Rogue level 10
76th Pyre 122nd year of Ascendancy at 08:39 see stats
By Kuro the Cornac Rogue level 20
77th Pyre 122nd year of Ascendancy at 19:39 see stats
By Kuro the Cornac Rogue level 30
1st Summertide 122nd year of Ascendancy at 10:06 see stats
By Kuro the Cornac Rogue level 40
1st Summertide 122nd year of Ascendancy at 15:11 see stats
By Kuro the Cornac Rogue level 50
2nd Summertide 122nd year of Ascendancy at 00:36 see stats
By Kuro the Cornac Rogue level 8
76th Pyre 122nd year of Ascendancy at 03:29 see stats
By Kuro the Cornac Rogue level 29
8th Mirth 122nd year of Ascendancy at 22:35 see stats
By Kuro the Cornac Rogue level 59
2nd Summertide 122nd year of Ascendancy at 08:16 see stats
By Kuro the Cornac Rogue level 6
75th Pyre 122nd year of Ascendancy at 06:15 see stats
By Kuro the Cornac Rogue level 6
75th Pyre 122nd year of Ascendancy at 06:15 see stats
By Kuro the Cornac Rogue level 8
76th Pyre 122nd year of Ascendancy at 03:29 see stats
By Kuro the Cornac Rogue level 36
1st Summertide 122nd year of Ascendancy at 15:06 see stats
Log
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Akanra the thalore shrugs off the critical damage!
Armoured skeleton warrior shrugs off the critical damage!
Skeleton warrior uses Bone Armour.
A shield forms around skeleton warrior.
Bleeding from Kuro hits Ghast for 0 physical damage.
Burning from Armoured skeleton warrior hits Skeleton warrior for 0 fire damage.
Armoured skeleton warrior receives 1703 healing from Re-assemble.
Armoured skeleton warrior receives 1704 healing from Re-assemble.
Skeleton mage hits Skeleton warrior for 0 arcane damage.
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Akanra the thalore for 200 arcane damage.
Bedum the thalore is not dazed anymore.
Bedum the thalore casts Haunting Shades.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Shade is cursed.
Bedum the thalore misses Kuro.
Saving game...