
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
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. Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Paradox Mage |
Level / Exp | 27 / 70% |
Size | big |
Lifes / Deaths | Killed by Vorytha the temporal stalker at level 20 on the 58th Haze 122nd year of Ascendancy at 13:35 / 2Killed by Mayasenor the temporal stalker at level 27 on the 1st Wintertide 123rd year of Ascendancy at 20:51 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 15 (base 12) |
Magic | 71 (base 58) |
Willpower | 61 (base 53) |
Cunning | 29 (base 10) |
Resources
Life | -158/775 |
Paradox | 310 |
Healing Factor | 1.56 |
Regeneration | 9.594 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 35 |
Accuracy | 22 |
Crit Chance | 13% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 26 (45%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 5 |
Physical Save | 28 |
Spell Save | 40 |
Mental Save | 28 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 76% |
Confusion Resistance | 23% |
Teleport Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 231 and cleanse 1 wound and poison 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 260 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Chronomancy / Gravity | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.40 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Energy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 140.98 fire damage per turn. Burning |
beneficial effect | The target's accuracy and power have been increased by 3. 1 Fateweaver |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | The target's defense and saves have been increased by 3. 1 Spin |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
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 talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by :)). Escort: repented thief (level 3 of Old Forest) | failed |
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 |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Stire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of fire wyrm saliva. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | pair of rough leather boots 'Dagineg' (0 def, 1 armour) pair of rough leather boots 'Dagineg' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 mind Critical mult.: +5.00% Silence immunity: +22% Confusion immunity: +23% Stun/Freeze immunity: +21% Spellpower: +6 (+2 eff.) A pair of boots made of leather. |
Light source | bright alchemist's lamp of focus bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +7% mind Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Layiwyn (6 def, 10 armour) Layiwyn (6 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +10 Defense: +6 (+3 eff.) Fatigue: +2% Changes resistances: +8% acid / +5% cold / +5% fire / +7% lightning / +4% all Grants telepathy: Demon/Minor Demon/Major Physical save: +8 (+4 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.20 Only die when reaching: -40.00 life Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ash totem of cure ailments 'Adovea' [power 2] (10 cooldown) ash totem of cure ailments 'Adovea' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Con Changes resistances penetration: +5% physical Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Healing mod.: +25% It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Nereth the Phoenixtrial Nereth the PhoenixtrialPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +8 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +8 Cun / +2 Mag Changes resistances: +2% physical Stun/Freeze immunity: +27% Life regen: +0.80 Spellpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | Elaretira the gold ring Elaretira the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+5 eff.) Damage when hit (Melee): 8 temporal Changes resistances: +5% arcane / +26% fire Changes damage: +13% fire / +3% arcane / +6% all Life regen: +0.80 Maximum life: +52.00 Spellpower: +7 (+2 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +18% Rings can have magical properties. |
Around waist | Pitchqueller the hardened leather belt Pitchqueller the hardened leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +8 Dex / +9 Cun / +13 Lck Changes resistances: +6% temporal Changes resistances penetration: +5% darkness Changes damage: +3% darkness Trap disarming bonus: +16 Stealth bonus: +16 Physical save: +7 (+4 eff.) Mindpower: +7 (+2 eff.) Infravision radius: +9 A belt that goes around your waist. |
In main hand | shimmering yew starstaff of might (20-24 power, 4 apr, temporal element) shimmering yew starstaff of might (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Mana each turn: +0.19 Maximum mana: +52.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
On hands | alchemist's iron gauntlets of dispersion (0 def, 1 armour) alchemist's iron gauntlets of dispersion (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 (Melee): 4 acid / 3 lightning / 4 fire / 5 arcane / 4 cold Changes stats: +7 Wil / +7 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | cured leather armour 'Gloreta' (2 def, 4 armour) cured leather armour 'Gloreta' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +5% arcane / +19% cold Changes damage: +3% arcane Spell save: +6 (+2 eff.) Life regen: +1.70 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +85.00 Spell crit. chance: +2% Healing mod.: +13% Damage Shield penetration: +10% A suit of armour made of leather. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 113.65 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Harusandur the Shadepain Harusandur the ShadepainInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +10 (+5 eff.) Fatigue: -5% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Con Changes resistances: +13% lightning Physical save: +7 (+4 eff.) Stun/Freeze immunity: +28% Life regen: +2.60 Maximum life: +34.00 Amulets can have magical properties. |
Inventory
phase door rune of the wizard (range 16; power 40; dur 5) phase door rune of the wizard (range 16; power 40; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet =23% confuse= clarifying copper amulet =23% confuse=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +23% Amulets can have magical properties. |
grounding copper amulet =23% stun= grounding copper amulet =23% stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Daneth's Neckguard =6 str 6 con= Daneth's Neckguard =6 str 6 con=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Glowbliss the copper ring =22%stun= Glowbliss the copper ring =22%stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% cold Changes resistances penetration: +15% light Changes damage: +6% light Stun/Freeze immunity: +22% Life regen: +1.40 Rings can have magical properties. |
rogue's copper ring of clarity =20% confuse= rogue's copper ring of clarity =20% confuse=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
Betheyathra the steel ring =3 str= Betheyathra the steel ring =3 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Mag Physical save: +10 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+4 eff.) Infravision radius: +1 Rings can have magical properties. |
Chalagen the steel ring =6 str 6 con= Chalagen the steel ring =6 str 6 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +7 (+4 eff.) Changes stats: +6 Str / +6 Con Changes damage: +9% physical Healing mod.: +10% Rings can have magical properties. |
Grinedogund =6 cun= Grinedogund =6 cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +6% cold Changes resistances penetration: +15% arcane Disarm immunity: +5% Stun/Freeze immunity: +15% Spellpower on spell critical (stacks up to 3 times): +2 Rings can have magical properties. |
solipsist's steel ring of frost (+22%) =5 cun= solipsist's steel ring of frost (+22%) =5 cun=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +22% cold Changes damage: +11% cold Mindpower: +7 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Cuthugund' (19.5-27.3 power, 4 apr)dwarven-steel waraxe 'Cuthugund' (19.5-27.3 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +14 cold When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +6% mind / +6% fire Changes resistances penetration: +10% mind Physical save: +6 (+3 eff.) One-handed war axes. |
Tarradrakath (3-3.3 power, 12 apr, nature damage) =2 str 1 con= Tarradrakath (3-3.3 power, 12 apr, nature damage) =2 str 1 con=Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +1 Con Changes resistances: +2% blight / +3% mind Changes damage: +2% nature Disease immunity: +11% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
blooming thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage) =20% healmod= blooming thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage) =20% healmod=Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +3% acid Equilibrium when hit: +0.50 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +17 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. |
Rope Belt of the Thaloren =7 cun= Rope Belt of the Thaloren =7 cun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) 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. |
thick cashmere cloak of Iron Throne (2 def, 8 armour) =2 str 1 con= thick cashmere cloak of Iron Throne (2 def, 8 armour) =2 str 1 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargerot (0 def, 1 armour) =3 str 3 con= Chargerot (0 def, 1 armour) =3 str 3 con=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Wil / +3 Con Changes damage: +9% lightning Talent mastery: +0.20 Technique / Grappling Mental save: +18 (+9 eff.) Disarm immunity: +23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm 'Ularoddahad' (0 def, 3 armour) =waterbreathing= iron helm 'Ularoddahad' (0 def, 3 armour) =waterbreathing=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% acid / +6% cold / +3% darkness / +3% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Glittertyphoon' (2 def, 4 armour) =3 str 3 con 3 cun= dwarven-steel helm 'Glittertyphoon' (2 def, 4 armour) =3 str 3 con 3 cun=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +4% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: -18% light Life regen: +2.70 Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 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. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
9 citrine 9 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. |
6 zircon 6 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. |
6 aquamarine 6 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. |
4 opal 4 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 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 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
456 alchemist agate 456 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Manaregovor the iron pickaxe (dig speed 38 turns) =3 str= Manaregovor the iron pickaxe (dig speed 38 turns) =3 str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
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. |
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. |
Rod of Asphyxiation (24/24) 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) 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. |
Achievements
By :)) the Ogre Paradox Mage level 9
5th Dusk 122nd year of Ascendancy at 22:12 see stats
By :)) the Ogre Paradox Mage level 26
7th Decay 122nd year of Ascendancy at 05:45 see stats
By :)) the Ogre Paradox Mage level 21
60th Haze 122nd year of Ascendancy at 15:20 see stats
By :)) the Ogre Paradox Mage level 27
10th Decay 122nd year of Ascendancy at 12:12 see stats
By :)) the Ogre Paradox Mage level 10
38th Dusk 122nd year of Ascendancy at 23:47 see stats
By :)) the Ogre Paradox Mage level 20
54th Haze 122nd year of Ascendancy at 16:56 see stats
By :)) the Ogre Paradox Mage level 18
75th Dusk 122nd year of Ascendancy at 11:34 see stats
By :)) the Ogre Paradox Mage level 22
61st Haze 122nd year of Ascendancy at 21:06 see stats
By :)) the Ogre Paradox Mage level 6
1st Mirth 122nd year of Ascendancy at 19:32 see stats
By :)) the Ogre Paradox Mage level 20
55th Haze 122nd year of Ascendancy at 18:46 see stats
By :)) the Ogre Paradox Mage level 24
68th Haze 122nd year of Ascendancy at 12:53 see stats
By :)) the Ogre Paradox Mage level 16
53rd Dusk 122nd year of Ascendancy at 16:11 see stats
By :)) the Ogre Paradox Mage level 20
58th Haze 122nd year of Ascendancy at 13:35 see stats
By :)) the Ogre Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 07:37 see stats
Log
Spacetime feels more stable.
Rested for 8 turns (stop reason: all resources and life at maximum).
Resting starts...
:)) retunes the fabric of spacetime.
Rested for 2 turns (stop reason: all resources and life at maximum).
:)) picks up (k.): dwarven-steel waraxe 'Cuthugund' (19.5-27.3 power, 4 apr).
:)) picks up (F.): 64 alchemist agate.
Talent Precognition is ready to use.
:)) deactivates Energy Decomposition.
:)) deactivates Chant of Fortitude.
:)) deactivates Contingency.
:)) deactivates Reality Smearing.
:)) deactivates Matter Weaving.
Ran for 6 turns (stop reason: hostile spotted to the south (Mayasenor the temporal stalker)).
:)) casts Dust to Dust.
Mayasenor the temporal stalker spins fate.
Mayasenor the temporal stalker weaves fate.
:)) hits Mayasenor the temporal stalker for 63 temporal, 84 physical (147 total damage).
Mayasenor the temporal stalker casts Flame.
Mayasenor the temporal stalker's spell attains critical power!
:)) spins fate.
:)) weaves fate.
:)) is on fire!
Mayasenor the temporal stalker hits :)) for 248 fire damage.
Mayasenor the temporal stalker casts Lightning.
Mayasenor the temporal stalker's spell attains critical power!
Saving game...