










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 28 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Islimithra the elven cultist at level 25 on the 78th Regrowth 123rd year of Ascendancy at 17:54 3 / 4Killed by greater multi-hued wyrm at level 26 on the 9th Pyre 123rd year of Ascendancy at 06:14 Killed by Paradox Allie N at level 28 on the 77th Pyre 123rd year of Ascendancy at 00:53 Killed by Paradox Allie N at level 28 on the 79th Pyre 123rd year of Ascendancy at 16:47 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 20 (base 12) |
| Magic | 71 (base 60) |
| Willpower | 102 (base 54) |
| Cunning | 17 (base 10) |
Resources
| Life | -26/665 |
| Paradox | 424 |
| Healing Factor | 1.3689473684211 |
| Regeneration | 19.5075 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666666% |
| Spell | 0% |
| Global | +75.098814229249% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 25 |
| Crit Chance | 5% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Arcane | +7% |
| Cold | +15% |
| All | 0% |
| Lightning | +4% |
| Temporal | +7% |
| Physical | +8% |
| Mind | +5% |
| Fire | +11% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +30% |
| Fire | +25% |
| Physical | +10% |
| Mind | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 32 (33%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 3 |
| Physical Save | 29 |
| Spell Save | 41 |
| Mental Save | 40 |
Defense: Resistances
| Cold | + 27%( 70%) |
| Acid | + 23%( 70%) |
| Nature | + 27%( 70%) |
| Darkness | + 16%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 38% |
| Disarm Resistance | 32% |
| Confusion Resistance | 60% |
| Silence Resistance | 31% |
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 33% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 437 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 768% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| 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 263 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Matter | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| 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 |
| detrimental effect | Reduces global action speed by 33%. Slow |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You failed to protect the lost tinker from death by shivgoroth. Escort: lost tinker (level 2 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower 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 Wrathroot. * 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 Shax 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 28. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ritch stinger. * You've found the needed vampire lord fang. 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 length of troll intestine. * You've found the needed vial of greater demon bile. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 | Emelethra (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 34% Changes stats: +3 Wil Changes resistances penetration: +20% acid Silence immunity: +31% Confusion immunity: +31% Stun/Freeze immunity: +32% Mindpower: +30 (+8 eff.) A pair of boots made of leather. |
| Light source | scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +5 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 | augmenting cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Wil / +5 Mag Changes damage: +6% acid / +11% fire / +6% cold / +7% arcane / +4% lightning Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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 | gold ring 'Floegasher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+6 eff.) Changes resistances penetration: +10% acid Changes damage: +9% cold Reduces incoming crit damage: 15.00% Disarm immunity: +32% Pinning immunity: +38% Stun/Freeze immunity: +20% Knockback immunity: +33% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | gold onyx ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +12 Armour: +6 Defense: +12 (+4 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +3% physical Changes resistances penetration: +20% nature Changes damage: +6% nature / +3% physical Mental save: +9 (+3 eff.) Confusion immunity: +29% Life regen: +14.00 Maximum life: +66.00 Healing mod.: +14% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 135% 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. Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | earthen ash vilestaff of warding (15-18 power, 3 apr, acid 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: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +9 Armour Hardiness: +3% Defense: +4 (+1 eff.) Maximum wards: +2 acid Changes damage: +15% acid Talents granted: +1 Command Staff +2 Ward Physical save: +2 (+1 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 4 acid / 3 fire / 5 lightning / 5 cold Changes stats: +3 Mag / +3 Wil / +1 Cun Changes resistances: +8% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 47.23 to 59.04 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | marshal's cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Physical save: +10 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Maximum life: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Thunderpyre the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +6 Dex / +8 Wil Changes resistances penetration: +15% mind / +25% fire Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% Amulets can have magical properties. |
Inventory
Bregekan the NightseamPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+10 eff.) Damage when hit (Melee): 4 darkness Changes stats: +11 Mag / +2 Wil Reduces incoming crit damage: 15.00% Stamina each turn: +3.00 Infravision radius: +2 Amulets can have magical properties. |
Brightreeve the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Changes stats: +3 Con Changes resistances: +24% light Changes resistances penetration: +25% fire Changes damage: +12% light Rings can have magical properties. |
Glintclamor the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +19 (+10 eff.) Armour penetration: +4 Physical power: +10 (+5 eff.) Changes stats: +6 Cun / +7 Dex Changes damage: +21% mind Stamina each turn: +2.00 Light radius: +3 Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.21 cold and 21.80 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Yvunne the IchortouchPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% acid Changes resistances penetration: +20% nature Changes damage: +18% mind Spell save: +12 (+4 eff.) Mental save: +9 (+3 eff.) Mental crit. chance: +4% Rings can have magical properties. |
copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
savior's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steady elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +25 (+12 eff.) Physical crit. chance: +17.0% Longbows are used to shoot arrows at your foes. |
elm magestaff of wizardry (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes damage: +10% fire Talent granted: +1 Command Staff Maximum mana: +13.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff (10-12 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +32.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging yew vilestaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Betirethra the cashmere robe (15 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +15 (+8 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Con Changes resistances: +7% blight / +25% acid Changes damage: +11% acid / +5% nature Poison immunity: +20% Disease immunity: +33% Life regen: +3.10 Maximum life: +48.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level.cashmere robe 'Bokivor' (17 def, 2 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +17 (+5 eff.) Changes stats: +2 Dex Changes resistances: +9% temporal Changes damage: +11% all Physical save: +18 (+9 eff.) Mental save: +24 (+8 eff.) Maximum life: +20.00 Spellpower: +12 (+4 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% Healing mod.: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +7% blight / +11% all Life regen: +3.60 Maximum life: +44.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.slimy cashmere robe of protection (3 def, 4 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Effects when hit in melee: * 5% chance to slow global speed by 62% * 5 arcane resource burn Changes resistances: +11% all Physical save: +21 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Garin the pair of dwarven-steel boots (3 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +3% Changes stats: +3 Dex / +3 Wil / +6 Cun / +6 Con Grants telepathy: Dragon Physical save: +8 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.insulating hardened leather cap of constitution (+7) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Con Changes resistances: +7% cold / +8% fire A cap made of leather. |
stabilizing drakeskin leather cap of the depths (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% cold Allows you to breathe in: water Physical save: +14 (+7 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Rogue Plight (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows of torment (18/20, 35-49 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 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) Activation costs 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 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. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Paradox Allie N the Cornac Paradox Mage level 27
44th Pyre 123rd year of Ascendancy at 09:07 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Paradox Allie N the Cornac Paradox Mage level 20
7th Regrowth 123rd year of Ascendancy at 03:59 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Paradox Allie N the Cornac Paradox Mage level 19
35th Haze 122nd year of Ascendancy at 09:06 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Paradox Allie N the Cornac Paradox Mage level 27
44th Pyre 123rd year of Ascendancy at 08:46 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Paradox Allie N the Cornac Paradox Mage level 10
3rd Summertide 122nd year of Ascendancy at 05:51 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Paradox Allie N the Cornac Paradox Mage level 20
5th Regrowth 123rd year of Ascendancy at 22:40 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Paradox Allie N the Cornac Paradox Mage level 27
44th Pyre 123rd year of Ascendancy at 09:07 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Paradox Allie N the Cornac Paradox Mage level 23
34th Regrowth 123rd year of Ascendancy at 18:24 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Paradox Allie N the Cornac Paradox Mage level 27
44th Pyre 123rd year of Ascendancy at 09:07 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Paradox Allie N the Cornac Paradox Mage level 13
10th Dusk 122nd year of Ascendancy at 20:13 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Paradox Allie N the Cornac Paradox Mage level 27
44th Pyre 123rd year of Ascendancy at 09:07 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Paradox Allie N the Cornac Paradox Mage level 26
19th Pyre 123rd year of Ascendancy at 14:42 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Paradox Allie N the Cornac Paradox Mage level 10
5th Flare 122nd year of Ascendancy at 15:00 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Paradox Allie N the Cornac Paradox Mage level 26
18th Pyre 123rd year of Ascendancy at 21:27 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Paradox Allie N the Cornac Paradox Mage level 22
8th Regrowth 123rd year of Ascendancy at 01:37 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Paradox Allie N the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 02:01 see stats
Log
Paradox Allie N is drawn in by the singularity!
Paradox Allie N hits Paradox Allie N for 140 physical damage.
Paradox Allie N casts Gravity Well.
Paradox Allie N slows down.
Paradox Allie N's gravity area effect hits Paradox Allie N for 38 physical damage.
Talent Repulsion Blast is ready to use.
Paradox Allie N casts Temporal Bolt.
Paradox Allie N's gravity area effect hits Paradox Allie N for 38 physical damage.
Paradox Allie N speeds up.
Talent Time Skip is ready to use.
Paradox Allie N casts Time Skip.
Paradox Allie N hits Paradox Allie N for 103 temporal damage.
Paradox Allie N slows down.
Paradox Allie N's gravity area effect hits Paradox Allie N for 38 physical damage.
Talent Stop is ready to use.
Paradox Allie N's gravity area effect hits Paradox Allie N for 38 physical damage.
Paradox Allie N casts Repulsion Blast.
Paradox Allie N speeds up.
Talent Temporal Bolt is ready to use.
Talent Gravity Spike is ready to use.
Paradox Allie N slows down.
Paradox Allie N's gravity area effect hits Paradox Allie N for 38 physical damage.
Paradox Allie N casts Gravity Spike.
Paradox Allie N resists the knockback!
Saving game...

























































































