










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Select 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. Ashes of Urh'Rok 1.5.0Official 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 18 / 34% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 18 on the 64th Dusk 122nd year of Ascendancy at 00:44 / 1 |
Primary Stats
Strength | 20 (base 14) |
Dexterity | 14 (base 10) |
Constitution | 21 (base 12) |
Magic | 62 (base 46) |
Willpower | 41 (base 31) |
Cunning | 15 (base 10) |
Resources
Life | -26/398 |
Positive | 37/101 |
Paradox | 520 |
Healing Factor | 0.59369825757327 |
Regeneration | 0.14842456439332 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +3.9968028886506E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 5 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 32 |
Accuracy | 18 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Darkness | +10% |
Temporal | +11% |
Blight | +16% |
Arcane | +4% |
Fire | +10% |
Nature | +3% |
Defense: Base
Armour (hardiness) | 66.183610810343 (74.117647058824%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 26 |
Physical Save | 20 |
Spell Save | 31 |
Mental Save | 27 |
Defense: Resistances
Acid | + 22%( 70%) |
Temporal | + 5%( 70%) |
Nature | + 9%( 70%) |
Fire | + 10%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Bleed Resistance | 51% |
Instadeath Resistance | 100% |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 381% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 259 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Flux | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Contingency |
talent | Empower |
detrimental effect | Damage received in the past is returned as 5.85 paradox damage per turn. Reality Smearing |
detrimental effect | The target's has a cursed wound, reducing healing by 49%. Cursed Wound |
beneficial effect | Displacing 27% of all damage on to a random enemy. Webs of Fate |
beneficial effect | The target's defense and saves have been increased by 6. 2 Spin |
beneficial effect | The target's accuracy and power have been increased by 10. 2 Fateweaver |
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 |
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 |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | 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 must explore the morass. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 See.Invis +3 A pair of boots made of leather. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 113.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +1 Mag +3 Wil +2 Cun +6 Con dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% temporal ----- def ----- Armour +3 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun +4 Mag dps ---------- Phys.pwr +2 (+1 eff.) Apr +2 Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +4 Resists +22% acid Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Dmg.mod +3% nature Melee Ret 16 nature ----- def ----- Resists +9% nature Max.HP +35.00 ---------- misc Telepathy Dragon A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 111.27 physical damage to all targets in line, and inflicting bleeding for another 55.63 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% arcane +5% temporal ----- def ----- Armour +1 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T1 massive armor Reqs Str 22 [Ego+] Master/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +18 Defense +8 (+4 eff.) Fatigue +20% Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +5 Mag dps ---------- Spell.crit +1% S.pwr/crit +2 Dmg.mod +6% blight Phasing +10% Melee Ret 4 blight ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% cold +10% fire Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +1.10 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Nature/Disrupt Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 temporal +10 nature On Hit: * Slows global speed by 10% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 lightning +9 light Against +10% Undead On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Normal] Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Power 44.5 - 71.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +32 fire While equipped: dps ---------- Res.pen +20% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 30.0 - 42.0 Temporal Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +3% nature Spell.save +30 (+13 eff.) Die.at -80.00 life Pinning- +25% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Nature Power 28.5 - 39.9 Mind Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% nature ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% blight +12% temporal +2% all Phys.save +9 (+4 eff.) Disease- +10% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 21.0 - 29.4 Blight Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight +13 cold On Hit.r1 +12 blight While equipped: dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature +6 temporal Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 18.5 - 24.1 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Power 17.0 - 22.1 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 nature +4 temporal Sharp, short and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +10 acid On Hit.r1 +4 blight On Crit.r2 +2 darkness On Hit: * 7% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +2 Mag +1 Wil +1 Cun +2 Con dps ---------- Dmg.mod +10% acid +10% physical +6% blight Res.pen +6% lightning +11% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Ranged+ +11 nature +11 temporal Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego+] Nature/Master Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +10.5% Capacity 20 Ranged+ +21 insidious poison On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Disrupt Power 32.5 - 39.0 Acid Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Ranged+ +5 nature On Hit.r1 +4 acid On Crit.r2 +4 acid On Hit: * 40% chance to corrode armour by 30% * Slows global speed by 40% * 25% chance to remove a magical effect Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +20% mind Melee Ret 12 nature ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +11% nature +11% blight Max.HP +45.00 ---------- misc Telepathy Demon/Minor Demon/Major Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Melee Ret 12 acid ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Dmg.mod +13% light ----- def ----- Resists +19% light Mind.save +20 (+10 eff.) Heal/summ +50 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Mind.pwr +6 (+3 eff.) Dmg.mod +13% nature +9% darkness ----- def ----- Defense +2 (+1 eff.) Resists +19% nature ---------- misc Max.psi +10.00 Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Rare] Psionic While equipped: Stats +4 Str +2 Wil +1 Cun dps ---------- Crit.mult +6.00% Acc +8 (+4 eff.) ----- def ----- Armour +6 Defense +7 (+3 eff.) Fatigue +6% Mind.save +11 (+6 eff.) HP.reg +0.20 ---------- misc Infravis +2 A suit of armour made of leather. |
![]() 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +7% fire +8% cold ---------- misc Light +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning Melee Ret 16 acid 16 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +3 Defense +4 (+2 eff.) Rng.Def +5 (+2 eff.) Fatigue +3% Resists +9% acid A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Confus- +25% Stun/Frz- +10% ---------- misc Light +1 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% fire Melee Ret 12 lightning 12 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +18% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% nature +5% blight A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +12% temporal Res.pen +15% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.crit +2% ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+3 eff.) ---------- misc Equi/ret +0.32 Telepathy Dragon A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +2% physical +8% cold +7% lightning +8% fire Phys.save +12 (+6 eff.) Disarm- +20% Pinning- +25% Stun/Frz- +10% A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% mind Melee Ret 8 temporal ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Telepathy Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Str +3 Mag +3 Wil +5 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Melee Ret 6 physical ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 52.2 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% lightning +15% fire Res.pen +25% lightning ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +12% fire +8% nature +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +8 Max.HP +52.00 HP.reg +0.20 ---------- misc Light +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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +5 Str +4 Wil dps ---------- Phys.crit +5.0% Mind.crit +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Xiz the Cornac Paradox Mage level 17
52nd Dusk 122nd year of Ascendancy at 02:16 see stats
By Xiz the Cornac Paradox Mage level 10
4th Dusk 122nd year of Ascendancy at 11:07 see stats
By Xiz the Cornac Paradox Mage level 10
13rd Dusk 122nd year of Ascendancy at 08:15 see stats
By Xiz the Cornac Paradox Mage level 12
21st Dusk 122nd year of Ascendancy at 16:27 see stats
By Xiz the Cornac Paradox Mage level 15
44th Dusk 122nd year of Ascendancy at 03:18 see stats
Log
Ritch flamespitter hits Xiz for (41 webs of fate), (10 absorbed), (30 converted), 71 fire (71 total damage).
Xiz converts damage to paradox!
Webs of Fate hits Ritch flamespitter for 1 nature damage.
Insidious Poison from Glagata the wolf hits Xiz for (1 webs of fate), (0 converted), 1 nature (1 total damage).
Xiz casts Temporal Reprieve.
You time travel to a quiet place.
Spacetime fights against your control!
Xiz is no longer poisoned.
Talent Infusion: Wild is ready to use.
Talent Seal Fate is ready to use.
Xiz has caused two threads to merge.
You've moved to another time thread.
Spacetime has calmed... somewhat.
Xiz folds the space between two points.
You lose control and unleash an anomaly!
Xiz stops weaving fate.
Xiz stops spinning fate.
Reality around Xiz is coherent again.
Talent Echoes From The Past is ready to use.
Reality around Xiz's temporal clone is coherent again.
Xiz's temporal clone stops spinning fate.
Xiz's temporal clone stops weaving fate.
You are brought back from your repreive!
Xiz spins fate.
Xiz weaves fate.
Reality smears around Xiz.
Saving game...