










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Forbidden Cults 1.5.9Official 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.
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log QuickTome: Arena Skip 1.3.1 Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Paradox Mage |
| Level / Exp | 19 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Xerogabeth the midge swarm at level 19 on the 13rd Wealth 122nd year of Ascendancy at 21:30 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 62 (base 47) |
| Willpower | 51 (base 37) |
| Cunning | 17 (base 10) |
Resources
| Life | -143/404 |
| Paradox | 446 |
| Healing Factor | 1.3405405405405 |
| Regeneration | 5.9654054054052 |
Speed
| Mental | -3.0087043967342E-12% |
| Attack | -3.0087043967342E-12% |
| Movement | -29.999999999996% |
| Spell | -3.0087043967342E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 29 |
| Crit Chance | 7% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +13% |
| Lightning | +16% |
| Darkness | +9% |
| Temporal | +43% |
| Blight | +3% |
| Physical | +11% |
| Cold | +14% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Fire | +20% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 42.632399181879 (45%) |
| Defense | 36 |
| Ranged Defense | 39 |
| Fatigue | 2 |
| Physical Save | 25 |
| Spell Save | 41 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 41%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 35%( 70%) |
| All | + 5%( 70%) |
| Darkness | + 29%( 70%) |
| Temporal | + 32%( 70%) |
| Lightning | + 26%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 51% |
| Confusion Resistance | 25% |
| Stun Resistance | 74% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 410 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Matter Weaving |
| talent | Reality Smearing |
| talent | Chant of Fortress |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| beneficial effect | The target's accuracy and power have been increased by 3. 1 Fateweaver |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Damage received in the past is returned as 53.43 paradox damage per turn. Reality Smearing |
| beneficial effect | The target's defense and saves have been increased by 3. 1 Spin |
| beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
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 sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 |
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 Possessed. | 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. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Xerowyn' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Dex / +4 Mag / +1 Wil Changes damage: +3% blight Movement speed: +20% A pair of boots made of leather. |
| Light source | 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. |
| On head | Brandblast the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +6% fire Changes resistances penetration: +25% temporal / +20% fire Changes damage: +12% temporal A cap made of leather. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | RavensnakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 temporal Changes stats: +7 Cun / +6 Dex Changes resistances: +20% darkness Changes damage: +9% darkness Rings can have magical properties. |
| On fingers | HathabersCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +11 Defense: +13 (+5 eff.) Changes stats: +4 Wil / +2 Con Grants telepathy: Humanoid/Orc Mental save: +30 (+10 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +5% See invisible: +12 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 138% 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. Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Geturain the ash magestaff (111% power, 3 apr, temporal 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. Power: 111% Range: 1.2x 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% Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +3% blight / +6% temporal / +5% darkness Changes damage: +15% temporal Talent granted: +1 Command Staff Mana each turn: +0.16 Spellpower: +17 (+6 eff.) Spell crit. chance: +5% Defense after a teleport: +9 Resist all after a teleport: +8% New effects duration reduction after a teleport: +11% Reduces paradox anomalies(equivalent to willpower): +12 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Beryrath' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% blight Changes resistances penetration: +25% blight Life regen: +4.20 Stamina each turn: +0.80 Psi each turn: +0.28 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Cyrotha the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +5% lightning / +16% temporal / +12% cold / +19% nature / +5% arcane Changes damage: +16% lightning / +11% physical / +14% cold / +13% nature / +16% temporal Critical mult.: +15.00% Maximum mana: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil / +2 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Islyvea the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +11% lightning Spell save: +20 (+6 eff.) Blindness immunity: +10% Disarm immunity: +10% Confusion immunity: +5% Stun/Freeze immunity: +23% Only die when reaching: -40.00 life Amulets can have magical properties. |
Inventory
MorninggloryInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning / +15% fire Changes resistances penetration: +15% light Changes damage: +6% light / +3% fire Stun/Freeze immunity: +20% Light radius: +3 Amulets can have magical properties. |
copper amulet of mastery (0.12 Chronomancy / Timeline Threading)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Chronomancy / Timeline Threading Amulets can have magical properties. |
steel amulet 'Nerorarin'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +9% blight / +10% fire / +5% arcane / +12% cold Amulets can have magical properties. |
nature's mossy mindstar of sand (77% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural sand should be returned to the wyrm. Power: 77% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 physical Changes resistances: +3% blight / +4% physical Changes resistances penetration: +6% physical Changes damage: +3% nature / +5% physical Disease immunity: +10% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.cruel ash magestaff (111% power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x 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: Physical crit. chance: +7.0% Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew starstaff (120% power, 4 apr, temporal element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +7.0% Physical power: +8 (+4 eff.) Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +14 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
grounding hardened leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+3 eff.) Changes resistances: +7% lightning / +8% temporal Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Chargespire (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning / +6% temporal Changes damage: +24% lightning / +6% fire A pair of boots made of leather. |
iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Layesema the Blast's kiss (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Con Changes resistances: +1% physical / +10% light / +11% darkness Changes resistances penetration: +10% lightning Physical save: +3 (+2 eff.) Only die when reaching: -40.00 life A cap made of leather. |
cashmere wizard hat 'Murkwilder' (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +2 Mag / +4 Wil / +3 Con Changes resistances: +8% fire / +6% darkness / +7% cold Changes damage: +7% arcane Physical save: +7 (+4 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Daimodor (3 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +4 Cun / +7 Wil Changes resistances: +7% acid / +8% cold / +16% darkness / +10% blight Allows you to breathe in: water Spell save: +6 (+2 eff.) Mental save: +11 (+4 eff.) Silence immunity: +10% Pinning immunity: +15% Light radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% A suit of armour made of mail. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
181 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 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. |
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. |
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 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. |
5 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. |
4 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
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZyZ the Drem Paradox Mage level 13
31st Profit 122nd year of Ascendancy at 19:55 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By ZyZ the Drem Paradox Mage level 10
20th Profit 122nd year of Ascendancy at 04:41 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By ZyZ the Drem Paradox Mage level 8
31st Voratun 122nd year of Ascendancy at 22:08 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZyZ the Drem Paradox Mage level 15
42nd Profit 122nd year of Ascendancy at 17:30 see stats
Log
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Voruvea the giant black ant has been removed from the timeline!
Attenuate from ZyZ hits Voruvea the giant black ant for (12 resist armour), 79 temporal (79 total damage).
Attenuate from ZyZ killed Voruvea the giant black ant!
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Talent Attenuate is ready to use.
Talent Dust to Dust is ready to use.
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You may not auto-explore with enemies in sight (Xerogabeth the midge swarm to the east)!
ZyZ retunes the fabric of spacetime.
Xerogabeth the midge swarm rushes out!
Xerogabeth the midge swarm deactivates Stealth.
Xerogabeth the midge swarm performs a melee critical strike against ZyZ!
ZyZ spins fate.
ZyZ weaves fate.
Reality smears around ZyZ.
Xerogabeth the midge swarm starts to bleed black blood.
ZyZ is dazed!
ZyZ converts damage to paradox!
ZyZ hits Xerogabeth the midge swarm for 7 blight, 5 temporal, 7 blight, 5 temporal (25 total damage).
Xerogabeth the midge swarm hits ZyZ for (69 converted), 161 physical, (2 converted), 4 nature, (2 converted), 6 fire, (23 converted), 54 physical, (1 converted), 3 nature, (1 converted), 2 temporal, (2 converted), 4 nature, (2 converted), 6 fire (239 total damage).
Black Blood Bleeding from ZyZ hits Xerogabeth the midge swarm for 11 darkness damage.
Xerogabeth the midge swarm uses Dual Strike.
Xerogabeth the midge swarm performs a melee critical strike against ZyZ!
ZyZ is not dazed anymore.
ZyZ is stunned!
Saving game...





















































































