










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
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 No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. 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: 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 Roguelike |
Sex | Female |
Race | Higher |
Class | Paradox Mage |
Level / Exp | 33 / 40% |
Size | big |
Lifes / Deaths | Killed by Grand Corruptor at level 33 on the 70th Regrowth 123rd year of Ascendancy at 14:12 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 17 (base 12) |
Magic | 83 (base 60) |
Willpower | 70 (base 60) |
Cunning | 32 (base 19) |
Resources
Life | -342/763 |
Paradox | 486 |
Healing Factor | 1.0629415192741 |
Regeneration | 0.26573537981853 |
Speed
Mental | +6.1340430109577% |
Attack | +6.1340430109577% |
Movement | +3.9079850466806E-12% |
Spell | +6.1340430109577% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 8 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 36 |
Accuracy | 7 |
Crit Chance | 16% |
APR | 12 |
Speed | 0.94 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 30% |
Speed | 0.94220475507256 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 14% |
Speed | 0.94220475507256 |
Offense: Damage Bonus
Lightning | +25% |
Light | +16% |
Temporal | +79% |
Blight | +25% |
Darkness | +19% |
Acid | +13% |
All | +10% |
Offense: Damage Penetration
Arcane | +40% |
Temporal | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 7 |
Physical Save | 35 |
Spell Save | 46 |
Mental Save | 44 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 29%( 70%) |
Mind | + 39%( 70%) |
All | + 18%( 70%) |
Darkness | + 46%( 70%) |
Light | + 27%( 70%) |
Temporal | + 30%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 49%( 70%) |
Fire | + 26%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Disarm Resistance | 82% |
Instadeath Resistance | 100% |
Confusion Resistance | 33% |
Knockback Resistance | 100% |
Pinning Resistance | 96% |
Poison Resistance | 20% |
Blind Resistance | 52% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 559% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 87 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. |
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 367 damage for 5 turns. |
Class Talents
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 / Stasis | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Chronomancy / Flux | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +6% light ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +8% temporal Phys.save +12 (+6 eff.) Die.at -80.00 life Knockbk- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +8% blight +8% darkness ---------- misc Light +6 Infravis +5 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 27 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun +5 Lck dps ---------- Phys.crit +3.0% Spell.crit +4% Mind.crit +5% Spell.pwr +15 (+4 eff.) Mind.pwr +4 (+2 eff.) Res.pen +15% arcane ----- def ----- Armour +7 Fatigue +4% ---------- misc Mana/turn +0.12 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% blight Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +6% acid +6% blight Phys.save +6 (+3 eff.) Die.at -80.00 life Knockbk- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% darkness +27% temporal ----- def ----- Max.HP +27.00 Disarm- +28% Pinning- +22% Knockbk- +28% ---------- misc Psi/ret +0.24 Max.hate +6.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% lightning +12% temporal Res.pen +10% temporal On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +30% lightning Max.HP +57.00 Disarm- +54% Pinning- +54% Knockbk- +48% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +4 Resists +18% acid Phys.save +8 (+4 eff.) Max.HP +40.00 Poison- +20% Pinning- +20% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +17 (+4 eff.) Dmg.mod +25% temporal Phasing +12% ----- def ----- Defense +18 (+6 eff.) Shield.pwr +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 temporal Ranged+ 7 temporal Dmg.mod +5% temporal ----- def ----- Armour +2 Resists +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +10% all ----- def ----- Resists +14% darkness +12% mind +15% all Phys.save +13 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Defense +1 (+0 eff.) Resists +9% fire Crit.chn- 5.00% Die.at -20.00 life Max.HP +30.00 Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% 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 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +6% physical +11% light +3% nature +14% mind +12% darkness Blind- +23% Confus- +23% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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... |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +4 Dex +5 Cun +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Acc +9 (+9 eff.) ----- def ----- Resists +3% light +3% physical Max.HP +25.00 Disarm- +24% Pinning- +36% Knockbk- +26% Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Spell.crit +9% Mind.crit +8% Crit.mult +10.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% arcane On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +4 ---------- misc Vim/s.crit +3.00 Max.hate +4.00 Max.vim +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 26.0 - 31.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+3 eff.) Dmg.mod +26% lightning Res.pen +15% mind ----- def ----- Armour +8 Resists +15% light HP.reg +4.00 Cut- +20% Disarm- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +12 Str +9 Dex +7 Mag +7 Wil +5 Cun +7 Con dps ---------- Dmg.mod +14% physical Acc +12 (+12 eff.) Massive two-handed swords. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Mind.crit +3% Crit.mult +20.00% Phys.pwr +10 (+5 eff.) Mind.pwr +6 (+2 eff.) All.spd +6% Melee+ 10 fire Dmg.mod +3% physical +9% fire Res.pen +11% fire Apr +4 ----- def ----- Defense +15 (+5 eff.) Resists +14% fire Phys.save +12 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego++] Nature/Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +10 Defense +20 (+7 eff.) Fatigue +8% Resists +8% acid +12% cold Mind.save +15 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Str +3 Dex +5 Wil +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% light Melee Ret 4 light ----- def ----- Phys.save +9 (+5 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Con dps ---------- Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +15% acid ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Dmg.mod +12% fire Res.pen +6% physical ----- def ----- Armour +1 Resists +12% acid Phys.save +12 (+6 eff.) A pair of boots made of leather. |
![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +3% light ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Resists +3% nature +12% cold Confus- +10% Stun/Frz- +20% A cap made of leather. |
![]() 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 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 +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. |
![]() 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 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 1.0 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.(126 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% darkness +21% mind Res.pen +15% acid ----- def ----- Resists +18% acid ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +2 Res.pen +25% fire Melee Ret 8 blight ----- def ----- Resists +6% cold ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +21% lightning +3% darkness Res.pen +5% lightning ----- def ----- Resists +6% lightning Sting an enemy dealing 398 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to heal for 58. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 121 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Parah Dox the Higher Paradox Mage level 19
69th Haze 122nd year of Ascendancy at 21:58 see stats
By Parah Dox the Higher Paradox Mage level 33
62nd Regrowth 123rd year of Ascendancy at 14:38 see stats
By Parah Dox the Higher Paradox Mage level 27
14th Regrowth 123rd year of Ascendancy at 04:06 see stats
By Parah Dox the Higher Paradox Mage level 22
2nd Regrowth 123rd year of Ascendancy at 03:04 see stats
By Parah Dox the Higher Paradox Mage level 33
62nd Regrowth 123rd year of Ascendancy at 19:41 see stats
By Parah Dox the Higher Paradox Mage level 31
41st Regrowth 123rd year of Ascendancy at 13:56 see stats
By Parah Dox the Higher Paradox Mage level 10
7th Haze 122nd year of Ascendancy at 22:52 see stats
By Parah Dox the Higher Paradox Mage level 20
79th Haze 122nd year of Ascendancy at 05:32 see stats
By Parah Dox the Higher Paradox Mage level 30
29th Regrowth 123rd year of Ascendancy at 01:10 see stats
By Parah Dox the Higher Paradox Mage level 32
45th Regrowth 123rd year of Ascendancy at 08:00 see stats
By Parah Dox the Higher Paradox Mage level 20
80th Haze 122nd year of Ascendancy at 07:18 see stats
By Parah Dox the Higher Paradox Mage level 30
31st Regrowth 123rd year of Ascendancy at 00:32 see stats
By Parah Dox the Higher Paradox Mage level 9
5th Haze 122nd year of Ascendancy at 01:51 see stats
By Parah Dox the Higher Paradox Mage level 26
12nd Regrowth 123rd year of Ascendancy at 18:35 see stats
By Parah Dox the Higher Paradox Mage level 31
43rd Regrowth 123rd year of Ascendancy at 11:50 see stats
By Parah Dox the Higher Paradox Mage level 9
3rd Haze 122nd year of Ascendancy at 20:22 see stats
By Parah Dox the Higher Paradox Mage level 31
42nd Regrowth 123rd year of Ascendancy at 17:06 see stats
By Parah Dox the Higher Paradox Mage level 23
3rd Regrowth 123rd year of Ascendancy at 08:38 see stats
By Parah Dox the Higher Paradox Mage level 16
40th Haze 122nd year of Ascendancy at 20:33 see stats
By Parah Dox the Higher Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 09:33 see stats
Log
Something hits Parah Dox for (57 absorbed), (9 converted), 20 fire (20 total damage).
The fabric of time around Parah Dox returns to normal.
Parah Dox converts damage to paradox!
Weakness Disease from Grand Corruptor hits Parah Dox for (10 converted), 24 blight (24 total damage).
Parah Dox receives 35 healing from Attenuate from Parah Dox.
Lava floor burns Parah Dox!
Parah Dox converts damage to paradox!
Something hits Parah Dox for (30 converted), 70 fire (70 total damage).
Lava floor heals Something!
Something receives 208 healing.
Parah Dox converts damage to paradox!
Weakness Disease from Grand Corruptor hits Parah Dox for (10 converted), 24 blight (24 total damage).
Parah Dox receives 35 healing from Attenuate from Parah Dox.
Parah Dox converts damage to paradox!
Something receives 25 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits Parah Dox for (41 converted), 97 blight (97 total damage).
Lava floor burns Parah Dox!
Parah Dox converts damage to paradox!
Grand Corruptor hits Parah Dox for (30 converted), 70 fire (70 total damage).
Parah Dox casts Dimensional Step.
Parah Dox uses Infusion: Movement.
Parah Dox is moving at extreme speed!
Grand Corruptor deactivates Fearscape.
Lava floor burns Parah Dox!
Parah Dox converts damage to paradox!
Grand Corruptor hits Parah Dox for (30 converted), 70 fire (70 total damage).
Parah Dox the level 33 higher paradox mage was toasted to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!