
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | 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.
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 1.6.6Donators/Buyers bonus! Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Paradox Mage |
Level / Exp | 14 / 43% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 14 on the 75th Dusk 122nd year of Ascendancy at 05:38 / 2Killed by elven cultist at level 14 on the 75th Dusk 122nd year of Ascendancy at 05:40 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 15 (base 12) |
Magic | 48 (base 40) |
Willpower | 42 (base 29) |
Cunning | 18 (base 10) |
Resources
Life | -14/262 |
Paradox | 320 |
Healing Factor | 1.1505405405406 |
Regeneration | 0.28763513513515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 26.155423598945 |
See Invisible | 27.155423598945 |
Offense: Mainhand
Damage | 21 |
Accuracy | 16 |
Crit Chance | 4% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +10% |
Cold | +10% |
All | 0% |
Darkness | +10% |
Temporal | +7% |
Mind | +12% |
Fire | +15% |
Lightning | +10% |
Offense: Damage Penetration
Temporal | +10% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 38 |
Mental Save | 29 |
Defense: Resistances
Lightning | + 16%( 70%) |
Light | + 10%( 70%) |
Temporal | + 10%( 70%) |
Cold | + 16%( 70%) |
Mind | + 28%( 70%) |
Fire | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 5 light, 4 blight, 3 cold, 4 mind |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
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 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Chronomancy / Matter | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Gravity | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Chronomancy / Fate Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() Xanassra the pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 (-) Armour: +1 (-) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage (Melee): 0(-20) item expose Changes resistances penetration: +10%(-) temporal Physical save: +3 (+2 eff.) (-) Spellpower: +3 (+1 eff.) (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A pair of boots made of leather. |
Light source | ![]() survivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Mental save: +5 (+3 eff.) (-) Light radius: +3 (-) See stealth: +6 (-) See invisible: +5 (-) Healing mod.: +11% (-) 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 | ![]() Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.14 to 81.41 lightning damage (54.27 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +4(-) Wil / +2(-) Con 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 | ![]() Eilinidhelrawyn the Shadowraven Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) (-) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage (Melee): 0(-20) item expose Damage when hit (Melee): 2(-) darkness Changes stats: +5(-) Cun / +5(-) Dex Changes resistances: +3%(-) light / +3%(-) temporal Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() savior's copper ring of the mind (+12%) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Damage (Melee): 0(-20) item expose Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-5) Cun / +0(-5) Dex Changes resistances: +0%(-3%) temporal / +12% mind / +0%(-3%) light Changes damage: +12% mind Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() Malindur Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1(-) Str / +1(-) Con Physical save: +6 (+3 eff.) (-) Spell save: +3 (+1 eff.) (-) Mindpower: +3 (+1 eff.) (-) Infravision radius: +3 (-) A belt that goes around your waist. |
In main hand | ![]() Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +7 (+3 eff.) (-) Spell crit. chance: +8% (-) See invisible: +2 (-) It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 106.35 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (213). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | ![]() spellwoven linen robe of protection (2 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +2 (+1 eff.) (-) Changes resistances: +7%(-) all Physical save: +15 (+8 eff.) (-) Spell save: +17 (+8 eff.) (-) Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +2% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() regal linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Mag / +3(-) Wil Mental save: +5 (+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 | ![]() clarifying copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Str Changes resistances: +11%(-) mind Confusion immunity: +20% (-) Amulets can have magical properties. |
Inventory
![]() movement infusion (speed 451%; cd 17) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shielding rune (absorb 58; dur 4; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 58 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the warrior (absorb 83; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 at most 83 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the wizard (absorb 208; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() This item will automatically be transmogrified when you leave the level. copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Damage (Melee): 0(-20) item expose Damage when hit (Melee): 0(-2) darkness Changes stats: +0(-5) Cun / +0(-5) Dex Changes resistances: +0%(-3%) light / +0%(-3%) temporal Rings can have magical properties. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. mighty elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-) Crit. chance: +0.0% (-1.5%) Attack speed: 100% (-) Firing range: +6 When wielded/worn: Physical power: +9 (+9 eff.) Changes stats: +3 Str Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) Longbows are used to shoot arrows at your foes. |
![]() Serpent's Glare (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-3.0 - -4.3) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+15) Crit. chance: +7.0% (+5.5%) Attack speed: 100% (-) Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +0%(-10%) acid / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire / +10% nature Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Poison immunity: +50% Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% See invisible: +0 (-2) It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 103.01 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of resolve (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-5.0 - -6.5) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+18) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 4 mind / 5 darkness Changes stats: +3 Wil Changes damage: +0%(-10%) acid / +3%(-7%) darkness / +0%(-10%) blight / +0%(-10%) fire / +2% mind Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Spell save: +2 (+1 eff.) Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% See invisible: +0 (-2) 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. |
![]() This item will automatically be transmogrified when you leave the level. elm starstaff of might (10-12 power, 2 apr, light 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 (+2) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) acid / +10% light / +0%(-10%) blight / +0%(-10%) fire / +0%(-10%) darkness Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +6% (-2%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. shimmering elm magestaff (10-12 power, 2 apr, lightning 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 (+2) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% lightning / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire / +0%(-10%) acid Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Mana each turn: +0.10 Maximum mana: +35.00 Spellpower: +3 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +1% (-7%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. arcing steel waraxe of massacre (20.5-28.7 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.5 - 28.7(+10.5 - +16.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 (+3) Crit. chance: +4.0% (+2.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 69 damage When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. iron waraxe (12-16.8 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8(+2.0 - +4.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (+2) Crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. Issabar the Chillpiercer (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Armour: +1 (-) Effects on melee hit: * 10% chance to reduce armor by 31% Damage (Melee): 0(-20) item expose Damage when hit (Melee): 2 cold Changes resistances: +5% fire / +9% cold Changes resistances penetration: +0%(-10%) temporal Physical save: +0 (+0 eff.) (-3 (-2 eff.)) Only die when reaching: -80.00 life Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold A cap made of leather. |
![]() quiver of elm arrows of erosion (19/19, 13-18.2 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Damage (Ranged): +11 nature Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Light radius: +5 (+2) See stealth: +0 (-6) See invisible: +0 (-5) Healing mod.: +10% (-1%) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +0(-4) Wil / +0(-2) Con / +5 Lck Changes damage: +0%(-7%) temporal Trap disarming bonus: +5 Reduces paradox anomalies(equivalent to willpower): +0 (-10) 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-4) Wil / +8 Cun / +0(-2) Con Changes resistances: +15% lightning Changes damage: +15% lightning / +0%(-7%) temporal Physical save: +18 (+8 eff.) Reduces paradox anomalies(equivalent to willpower): +0 (-10) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kurumi the Shalore Paradox Mage level 11
23rd Dusk 122nd year of Ascendancy at 08:54 see stats
By Kurumi the Shalore Paradox Mage level 10
7th Dusk 122nd year of Ascendancy at 18:48 see stats
By Kurumi the Shalore Paradox Mage level 8
6th Mirth 122nd year of Ascendancy at 06:46 see stats
By Kurumi the Shalore Paradox Mage level 13
67th Dusk 122nd year of Ascendancy at 03:21 see stats
By Kurumi the Shalore Paradox Mage level 14
75th Dusk 122nd year of Ascendancy at 05:38 see stats
By Kurumi the Shalore Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 01:10 see stats
Log
Kurumi the level 14 shalore paradox mage was tainted to death by an elven cultist on level 1 of Temporal Reprieve.
The see the threads spell fizzles and cancels, leaving you in this timeline.
Your Contingency has failed to cast Rune: Shielding!
Saving done.
Saving game...
Talent Infusion: Healing is ready to use.
Decrepitude Disease from Elven cultist hits Kurumi for 28 blight damage.
Kurumi the level 14 shalore paradox mage was debilitated by noxious blight before falling to death by an elven cultist on level 1 of Temporal Reprieve.
You are brought back from your repreive!
Decrepitude Disease from Elven cultist killed Kurumi!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Kurumi is free from the decrepitude disease.
Kurumi deactivates Gravity Locus.
Kurumi deactivates Disintegration.
Kurumi deactivates Contingency.
Kurumi deactivates Matter Weaving.
Kurumi deactivates Phase Pulse.
Personal New Achievement: Unstoppable (Nightmare (Roguelike) difficulty)!
Saving game...
Saving done.
Kurumi casts Time Skip.
Elven cultist resists!
Kurumi hits Elven cultist for 117 temporal damage.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Elven cultist's dazing lightning area effect hits Kurumi for 18 lightning damage.
Kurumi is dazed!
Kurumi is not dazed anymore.
Saving game...