









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official 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.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Better Item Description 1.7.4This 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 Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official 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 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This 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 Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Paradox Mage |
| Level / Exp | 17 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 11 on the 49th Haze 122nd year of Ascendancy at 12:07 3 / 2Killed by Eilinymira the black mamba at level 17 on the 75th Haze 122nd year of Ascendancy at 17:30 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 44 (base 44) |
| Willpower | 46 (base 34) |
| Cunning | 21 (base 10) |
Resources
| Life | 425/425 |
| Mana | 256/256 |
| Paradox | 300 |
| Healing Factor | 1.1424166372473 |
| Regeneration | 8.2825206200429 |
Speed
| Mental | -9.5146113210376E-12% |
| Attack | -9.5146113210376E-12% |
| Movement | -66.666666666667% |
| Spell | -9.5146113210376E-12% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 15 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 5% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 6% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Acid | +10% |
| Temporal | +13% |
| Darkness | +9% |
| Lightning | +11% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +10% |
| Light | +20% |
Defense: Base
| Armour (hardiness) | 16.275744867468 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 25 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 9%( 70%) |
| Mind | + 19%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 9%( 70%) |
| Darkness | + 12%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 17% |
| Bleed Resistance | 100% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 98% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 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 | Premonition |
| talent | Reality Smearing |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Endless Endurance (+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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of bone giant dust. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Nerydata the Umbraenvy (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness +6% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Fatigue -5% Resists +3% acid Phys.save +5 (+3 eff.) ---------- misc Max.enc +25 A pair of boots made of leather. |
| Light source | Cobrawend2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +9 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +3% nature ---------- misc Equi/ret +0.04 Psi/ret +0.08 Light +3 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 | Hogen the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid Acc +10 (+7 eff.) Apr +2 ----- def ----- Defense +1 (+1 eff.) Resists +15% acid +3% blight Stun/Frz- +20% A pointy cloth hat, very wizardly... |
| Tool | Starstrider the elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% light +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Eilinowe the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +5 Wil +4 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Crit.chn- 5.00% Mind.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | elm starstaff 'Shinestinger' (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Spell.crit +1% Mind.crit +2% Spell.pwr +3 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind +10% temporal Res.pen +10% light Melee Ret 4 light ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 61.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ce'Nunor the Nimbusquill (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +6% darkness Mind.save +3 (+1 eff.) HP.reg +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Tidepunish the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +5% cold +10% light +10% fire Melee Ret 2 cold ----- def ----- Resists +16% lightning +7% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
elm vilestaff 'Satyrsweeper' (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str +4 Con dps ---------- Spell.crit +1% Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical +10% fire Res.pen +15% nature ----- def ----- Resists +1% physical HP.reg +0.50 Heal.mod +12% ---------- misc Stam/turn +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Islylle (11-14 power, 6 apr) =+25% tmp pen=1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master/Psionic Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living On Crit: * Splash the target with acid dealing 104 damage over 5 turns and reducing armor and accuracy by 13 * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+3 eff.) Res.pen +5% blight +25% temporal Sharp, short and deadly. |
Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 130.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bloomsoul (8-8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Chargerazor4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Proj.spd +100% On Hit.r1 +16 lightning +4 cold While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Phys.pwr +7 (+4 eff.) Dmg.mod +3% cold Melee Ret 8 lightning Slings are used to hurl stones or metal shots at your foes. |
spellwoven linen robe of time (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +11% temporal ----- def ----- Resists +7% all +11% temporal Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Borakan the cured leather armour (6 def, 6 armour) =depths=9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +25% blight ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +27% acid +5% cold Max.HP +20.00 ---------- misc Breathe water A suit of armour made of leather. |
Shinesmash the rough leather belt =+2 lite=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Resists +6% fire +6% cold ---------- misc Light +2 A belt that goes around your waist. |
rough leather belt 'Blindwrack' =HP -40=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Res.pen +5% light Acc +20 (+12 eff.) ----- def ----- Spell.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 Size +1 A belt that goes around your waist. |
rough leather belt 'Sparkspawn'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +3% lightning Against +16% Summoned Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Resists +9% mind D.Red.from +17% Summoned A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
Hurukalthothad (1 def, 6 armour) =+5 CUN=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% fire +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Neryta (6 def, 0 armour) =+4 CON=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Phys.crit +5.0% ----- def ----- Defense +6 (+3 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozenweeper the pair of rough leather boots (0 def, 1 armour) =+25% mov spd=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +6% cold Res.pen +5% cold On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Armour +1 Crit.chn- 5.00% A pair of boots made of leather. |
pair of rough leather boots 'Bereldil' (20 def, 1 armour) =+6 DEX=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +6 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Res.pen +5% physical Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Defense +20 (+10 eff.) Stealth +5 A pair of boots made of leather. |
Emawe (0 def, 3 armour) =disengage -10% stn=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Fatigue +2% Resists +6% light +6% temporal Spell.save +3 (+2 eff.) Heal.mod +5% Stun/Frz- +10% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Durymaldil the iron gauntlets (0 def, 7 armour) =-20% silence=1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +7 Fatigue +1% Resists +3% darkness Silence- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+7 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Poxstinger the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +1 Con dps ---------- Res.pen +5% nature Melee Ret 8 nature ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness ---------- misc Light +1 A cap made of leather. |
Searrain the rough leather cap (0 def, 1 armour) =+6 WIL=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +2.00 A cap made of leather. |
Tekor (0 def, 1 armour) =depths=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% mind +3% temporal ---------- misc Max.vim +20.00 Breathe water A cap made of leather. |
Zubymina the iron helm (0 def, 3 armour) =+8 STR=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +8 Str dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +2 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 41.5 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of dexterity (+4) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +3 Fatigue +5% 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 41.5 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 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. |
7 spinel0.0 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. |
2 ametrine0.0 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
269 alchemist agate0.0 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Tulyhek'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% cold Crit.chn- 5.00% Spell.save +3 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life Silence- +10% ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Shimmerlord the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Mag +4 Cun dps ---------- Dmg.mod +5% nature +3% lightning ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Cloudraider the iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% acid +10% lightning ----- def ----- Resists +9% lightning Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Tiran the Ghoul Paradox Mage level 10
42nd Haze 122nd year of Ascendancy at 23:02 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Tiran the Ghoul Paradox Mage level 7
19th Haze 122nd year of Ascendancy at 17:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Tiran the Ghoul Paradox Mage level 7
35th Haze 122nd year of Ascendancy at 08:44 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Tiran the Ghoul Paradox Mage level 16
67th Haze 122nd year of Ascendancy at 20:17 see stats
Log
You lose control and unleash an anomaly!
Eilinymira the black mamba uses Slash.
Tiran spins fate.
Tiran weaves fate.
Reality smears around Tiran.
Tiran converts damage to paradox!
Eilinymira the black mamba hits Tiran for (55 converted), 130 physical (130 total damage).
Melee retaliation hits Eilinymira the black mamba for 2 light, 3 mind, 1 cold (8 total damage).
Tiran the level 17 ghoul paradox mage was crushed to death by Eilinymira the black mamba on level 1 of Old Forest.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinymira the black mamba killed Tiran!
Saving game...
Saving done.
Resting starts...
Talent Warp Mine Away is ready to use.
Talent Dimensional Step is ready to use.
Talent Ghoulish Leap is ready to use.
Talent Twist Fate is ready to use.
Talent Matter Weaving is ready to use.
Talent Reality Smearing is ready to use.
Tiran activates Matter Weaving.
Tiran activates Reality Smearing.
Talent Temporal Reprieve is ready to use.
Talent Premonition is ready to use.
Tiran activates Premonition.
Talent Time Stop is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).






















































































