









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 28 / 90% |
Size | medium |
Lifes / Deaths | Killed by rogue at level 16 on the 5th Haze 122nd year of Ascendancy at 13:42 0 / 6Killed by Xanona the elder vampire at level 25 on the 35th Pyre 123rd year of Ascendancy at 06:46 Killed by Xanona the elder vampire at level 25 on the 35th Pyre 123rd year of Ascendancy at 08:36 Killed by Xeribrevena the Guardian at level 26 on the 6th Dusk 123rd year of Ascendancy at 07:51 Killed by Grand Corruptor at level 27 on the 78th Dusk 123rd year of Ascendancy at 11:13 Killed by saw horror at level 28 on the 2nd Haze 123rd year of Ascendancy at 02:46 |
Primary Stats
Strength | 26 (base 17) |
Dexterity | 10 (base 10) |
Constitution | 16 (base 13) |
Magic | 87 (base 60) |
Willpower | 71 (base 45) |
Cunning | 14 (base 11) |
Resources
Life | 554/554 |
Paradox | 250 |
Healing Factor | 1.1483870967742 |
Regeneration | 4.3064516129032 |
Speed
Mental | -2.5257573810222E-11% |
Attack | -2.5257573810222E-11% |
Movement | -66.666666666666% |
Spell | -2.5257573810222E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 41 |
Accuracy | 4 |
Crit Chance | 5% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 19% |
Speed | 1.0000000000003 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 2% |
Speed | 1.0000000000003 |
Offense: Damage Bonus
Nature | +11% |
Lightning | +7% |
Light | +12% |
Temporal | +24% |
Physical | +12% |
Arcane | +5% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 3 |
Physical Save | 23 |
Spell Save | 41 |
Mental Save | 27 |
Defense: Resistances
Nature | + 16%( 70%) |
Lightning | + 10%( 70%) |
Light | + 31%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 5%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 7%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 493 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Gravity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
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 |
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 | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by skeleton magus. Escort: lost anorithil (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Ell. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 17. | 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. | 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 Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. * You've found the needed vial of greater demon bile. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 [Rare] Master While equipped: dps ---------- Spell.crit +9% S.pwr/crit +4 Phasing +50% ----- def ----- Armour +10 Fatigue +3% Resists +6% light ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +4 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 | ![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +6% HP.reg +1.50 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 31 for 7 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+4 eff.) HP.reg +1.10 Stun/Frz- +24% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +4 mind While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Spell.crit +3% Spell.pwr +17 (+6 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +24% temporal ----- def ----- Armour +7 Defense +8 (+4 eff.) ---------- misc Psi/ret +0.12 Max.mana +10.00 Wards +3 temporal Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Melee+ 7 arcane ----- def ----- Armour +2 Resists +5% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Dmg.mod +7% lightning +7% physical +11% nature +10% cold ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +7% cold +16% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 324 strength, based on Magic) for 5 turns. Uses 24 power out of 3/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -460 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 19.50 nature damage per turn for 7 turns, and reducing the target's healing received by 22%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.0 potion [Plot Item] Nature Permanently increase your magic and willpower by three. A vial of glowing cyan fluid. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 538.16 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 41.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 47 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Wil +5 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.70 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.50 ---------- misc Stam/turn +0.50 Masteries +0.13 Chronomancy/Timetravel Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Wil dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +10 (+4 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all Res.pen +15% acid Melee Ret 8 acid 12 mind ---------- misc Equi/ret +0.08 Psi/ret +0.08 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Wil +2 Mag dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Heal/summ +10 ---------- misc Max.psi +40.00 Telepathy Dragon Demon/Major Demon/Minor Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +19.00% Apr +10 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Nature/Master Power 43.0 - 64.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +33 insidious poison On Crit: * wounds the target for 7 turns: 10 bleeding, 42% reduced healing While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +7 (+3 eff.) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Normal] Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This natural frost should be returned to the wyrm. Power 9.5 - 10.5 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +12.00% Mind.pwr +6 (+3 eff.) Dmg.mod +8% cold Res.pen +7% cold Melee Ret 7 ice ----- def ----- Armour +7 Resists +8% cold 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. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Mind.crit +4% Spell.pwr +9 (+3 eff.) S.pwr/crit +6 Dmg.mod +6% mind +20% cold ----- def ----- Mind.save +12 (+6 eff.) Heal/summ +20 ---------- misc Psi/ret +0.32 Max.hate +2.00 Telepathy Demon/Minor Demon/Major Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 cold Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) Dmg.mod +20% temporal ---------- misc Max.mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +15% cold ---------- misc Mana/turn +0.14 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 hands armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Melee+ 14 mind 19 darkness On Hit (Melee): * 15% chance to cause random gloom ----- def ----- Armour +2 Mind.save -6 (-3 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +5 Cun +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +2 (+1 eff.) Resists +15% light Shield.pwr +7% HP.reg +1.80 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: Stats +3 Con +3 Mag dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +2 (+1 eff.) Resists +7% blight +10% nature +6% darkness Crit.dmg- 15.00% ---------- misc Telepathy Humanoid/Orc A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T3 heavy armor Reqs Str 28 [Ego+] Nature/Master While equipped: Stats +3 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +15% blight +16% darkness +15% lightning ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Melee+ 6 darkness Ranged+ 6 darkness ----- def ----- Armour +7 Defense +5 (+3 eff.) Fatigue +7% Resists +12% darkness +14% temporal Def/telep +13 Res/telep +15% Dur/telep +12% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +3 Dex +6 Mag +2 Con dps ---------- Dmg.mod +12% darkness Melee Ret 12 darkness ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +5% physical Phys.save +16 (+8 eff.) ---------- misc See.Invis +6 A suit of armour made of leather. |
![]() 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. |
![]() 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 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+3 eff.) ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Light +3 See.Stealth +13 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 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 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ell the Cornac Paradox Mage level 27
78th Dusk 123rd year of Ascendancy at 14:38 see stats
By Ell the Cornac Paradox Mage level 12
14th Dusk 122nd year of Ascendancy at 02:47 see stats
By Ell the Cornac Paradox Mage level 17
74th Haze 122nd year of Ascendancy at 13:17 see stats
By Ell the Cornac Paradox Mage level 20
63rd Regrowth 123rd year of Ascendancy at 15:17 see stats
By Ell the Cornac Paradox Mage level 10
10th Mirth 122nd year of Ascendancy at 02:49 see stats
By Ell the Cornac Paradox Mage level 20
63rd Regrowth 123rd year of Ascendancy at 00:23 see stats
By Ell the Cornac Paradox Mage level 16
39th Haze 122nd year of Ascendancy at 10:37 see stats
By Ell the Cornac Paradox Mage level 9
5th Mirth 122nd year of Ascendancy at 01:41 see stats
By Ell the Cornac Paradox Mage level 18
6th Regrowth 123rd year of Ascendancy at 08:28 see stats
By Ell the Cornac Paradox Mage level 12
44th Dusk 122nd year of Ascendancy at 10:15 see stats
By Ell the Cornac Paradox Mage level 14
1st Time of Equilibrium 122nd year of Ascendancy at 23:14 see stats
By Ell the Cornac Paradox Mage level 18
5th Regrowth 123rd year of Ascendancy at 20:23 see stats
By Ell the Cornac Paradox Mage level 23
23rd Pyre 123rd year of Ascendancy at 07:20 see stats
By Ell the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 18:57 see stats
Log
Ell speeds up.
Ell converts damage to paradox!
Ell reflects damage back to Something!
Bleeding from Ak'Gishil hits Ell for (15 webs of fate), (10 converted), 23 physical (23 total damage).
Webs of Fate hits Animated Sword for 0 physical, 1 nature, 2 physical, 12 blight (15 total damage).
Webs of Fate hits Animated Sword for 13 physical damage.
Ell hits Something for 59 reflected damage.
Epidemic from Worm that walks hits Ell for (19 webs of fate), (13 converted), 30 blight (30 total damage).
Insidious Poison from Worm that walks hits Ell for (1 webs of fate), (1 converted), 2 nature (2 total damage).
Imploding (slow) from Saw horror hits Ell for (31 webs of fate), (59 absorbed), (3 converted), 8 physical (8 total damage).
Ell converts damage to paradox!
Something hits Ell for (83 webs of fate), (57 converted), 133 physical (133 total damage).
Webs of Fate hits Carrion worm mass for 47 physical damage.
Ell the level 28 cornac paradox mage was battered to death by a saw horror on level 7 of Dreadfell.
You have no more lives left.
Reality around Ell is coherent again.
Ell slows down.
Ell stops weaving fate.
Ell stops spinning fate.
Ell shakes off the crushing forces.
Ell stops bleeding.
Ell deactivates Reality Smearing.
Ell is free from the epidemic.
Ell deactivates Gravity Locus.
Ell deactivates Contingency.
Ell deactivates Chant of Fortitude.
Ell is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.