








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 23 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by optevo at level 23 on the 80th Haze 122nd year of Ascendancy at 00:31 / 2Killed by optevo at level 23 on the 80th Haze 122nd year of Ascendancy at 00:39 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 70 (base 53) |
| Willpower | 66 (base 46) |
| Cunning | 15 (base 10) |
Resources
| Life | -1/437 |
| Positive | 115/116 |
| Paradox | 306 |
| Healing Factor | 1.4714285714286 |
| Regeneration | 1.5450000000001 |
Speed
| Mental | -2.9309887850104E-12% |
| Attack | -2.9309887850104E-12% |
| Movement | -2.2204460492503E-14% |
| Spell | -2.9309887850104E-12% |
| Global | +90.352785048107% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 37 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Acid | +36% |
| Light | +42% |
| Temporal | +7% |
| Lightning | +7% |
| Arcane | +4% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 4 |
| Physical Save | 26 |
| Spell Save | 42 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 45%( 70%) |
| Cold | + 59%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 33%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Teleport Resistance | 10% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Effects
| detrimental effect | The target is being removed from the timeline and is taking 33.56 temporal damage per turn. Attenuate |
| detrimental effect | The target has been revealed, reducing its stealth power by 20. Luminescence |
| detrimental effect | Reduces global action speed by 33%. Slow |
| beneficial effect | Tuning Paradox at a rate of -18 per turn. Spacetime Tuning |
| beneficial effect | The target is out of phase with reality, increasing defense by 31, resist all by 31%, and reducing the duration of detrimental timed effects by 31%. Out of Phase |
| beneficial effect | Displacing 33% of all damage on to a random enemy. Webs of Fate |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target has a 95% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
| beneficial effect | The target's defense and saves have been increased by 18. 6 Spin |
| beneficial effect | The target's accuracy and power have been increased by 30. 6 Fateweaver |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases global action speed by 22%. Speed |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 black mamba head. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed electric eel tail. | 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 within11 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 hardened leather boots 'Blindparry' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to blind Changes stats: +10 Lck / +5 Dex Changes resistances: +9% fire Changes resistances penetration: +25% light Changes damage: +15% light Stealth bonus: +7 Light radius: +3 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (123 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Smolderclash' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Wil Changes resistances penetration: +10% fire Changes damage: +27% acid Mental save: +6 (+2 eff.) Light radius: +1 A cap made of leather. |
| Tool | 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. |
| On fingers | Isathra the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Mental save: +3 (+1 eff.) Disarm immunity: +10% Pinning immunity: +15% Stun/Freeze immunity: +20% Teleport immunity: +10% Life regen: +0.80 Spellpower: +6 (+2 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
| On fingers | conjurer's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Wil / +4 Mag Spellpower: +13 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | potent ash starstaff of power (17-20.4 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% light Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chaleran the cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +13% lightning / +8% cold / +3% darkness / +3% temporal Changes damage: +7% lightning / +8% physical / +11% cold Critical mult.: +20.00% Maximum hate: +2.00 Maximum psi: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Dayraze' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +2 Str / +2 Con Changes resistances: +3% light / +15% acid Changes damage: +9% acid Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | ErelinaridanInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con / +2 Mag Changes resistances: +13% cold / +11% fire See invisible: +15 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 197)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+14 for 10 turns, die at -408)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -408 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (498% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 498% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
clarifying copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
copper amulet 'Aerabressra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str / +3 Dex / +3 Mag Changes resistances: +6% nature / +1% physical Amulets can have magical properties. |
AmuyaroddahadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Mag Changes resistances: +2% physical Physical save: +10 (+5 eff.) Spell save: +8 (+3 eff.) Life regen: +0.60 Rings can have magical properties. |
titan's copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +4 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
warrior's gold ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
warrior's gold ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace of massacre (34-47.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0 Cun / +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
7 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. |
109 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. |
7 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. |
3 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 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. |
dwarven-steel pickaxe 'Unryrek' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Changes stats: +4 Cun / +6 Str Physical save: +12 (+6 eff.) Stamina each turn: +0.40 Equilibrium when hit: +0.12 Maximum hate: +2.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Physical save: +6 (+3 eff.) Light radius: +2 Healing mod.: +10% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 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. |
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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By optevo the Cornac Paradox Mage level 19
25th Haze 122nd year of Ascendancy at 00:38 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By optevo the Cornac Paradox Mage level 10
2nd Summertide 122nd year of Ascendancy at 17:18 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By optevo the Cornac Paradox Mage level 19
59th Haze 122nd year of Ascendancy at 13:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By optevo the Cornac Paradox Mage level 10
2nd Summertide 122nd year of Ascendancy at 17:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By optevo the Cornac Paradox Mage level 20
59th Haze 122nd year of Ascendancy at 16:52 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By optevo the Cornac Paradox Mage level 14
64th Dusk 122nd year of Ascendancy at 15:36 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By optevo the Cornac Paradox Mage level 22
79th Haze 122nd year of Ascendancy at 01:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By optevo the Cornac Paradox Mage level 6
1st Mirth 122nd year of Ascendancy at 06:55 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By optevo the Cornac Paradox Mage level 10
6th Flare 122nd year of Ascendancy at 19:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By optevo the Cornac Paradox Mage level 19
21st Haze 122nd year of Ascendancy at 19:22 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By optevo the Cornac Paradox Mage level 23
80th Haze 122nd year of Ascendancy at 00:31 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By optevo the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 09:52 see stats
Log
Degenerated ogric mass is being being removed from the timeline!
Ogre rune-spinner is being being removed from the timeline!
Ogre guard is being being removed from the timeline!
Ogre rune-spinner uses Infusion: Sun.
Optevo loses sight!
Optevo has been illuminated.
Something misses optevo.
Talent Infusion: Regeneration is ready to use.
Burning from Ogre rune-spinner hits optevo for (8 webs of fate), 16 fire (16 total damage).
Attenuate from Optevo hits Ogre guard for 37 temporal damage.
Attenuate from Optevo hits Ogre rune-spinner for 26 temporal damage.
Attenuate from Optevo hits optevo for 26 temporal damage.
Optevo slows down.
Something hits Something for 38 physical damage.
Something hits Something for 45 physical damage.
Something hits Something for 54 physical damage.
Something hits Something for (45 absorbed), 0 physical (0 total damage).
Something hits optevo for 40 physical damage.
Something misses optevo.
Optevo retunes the fabric of spacetime.
Optevo stops burning.
Talent Redux is ready to use.
Attenuate from Optevo hits optevo for 26 temporal damage.
Something hits optevo for 37 physical damage.
Something misses optevo.
Something misses optevo.
The demonic soul releases a burst of fire around degenerated ogric mass!
Saving game...















































































