









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 18 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Velylena the gigantic corrosive tunneler at level 18 on the 5th Haze 122nd year of Ascendancy at 01:28 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 13 (base 12) |
| Magic | 54 (base 43) |
| Willpower | 44 (base 32) |
| Cunning | 13 (base 10) |
Resources
| Life | -27/332 |
| Paradox | 495 |
| Healing Factor | 0.47953000823735 |
| Regeneration | 0.11988250205934 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 11 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 14% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 3% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Light | +20% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 35 |
| Mental Save | 27 |
Defense: Resistances
| Darkness | + 14%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 60%( 70%) |
| Temporal | + 9%( 70%) |
| Blight | + 33%( 70%) |
| Physical | + 30%( 70%) |
| Acid | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 50% |
| Confusion Resistance | 20% |
| Stun Resistance | 26% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 280 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 229 damage for 3 turns. 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 / Timeline Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Matter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Contingency |
| talent | Gravity Locus |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The target is poisoned, taking 1.14 nature damage per turn and decreasing all heals received by 11%. Insidious Poison |
| detrimental effect | The target is poisoned, taking 49.11 nature damage per turn. Healing received is reduced by 64%. Damage dealt is reduced by 18%. Deadly Poison |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. miner's pair of rough leather boots (0 def, 5 armour) (On feet)]miner's pair of rough leather boots (0 def, 5 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 (-) Fatigue +1% (-) ---------- misc Infravis +2 (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10%(-) light ----- def ----- Resists +30%(-) light Heal.mod +10% (-) ---------- misc Light +4 (-) Call light (101 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Issekath the rough leather cap (0 def, 1 armour) (On head)]Issekath the rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1(-) Str +3(-) Mag +3(-) Cun +1(-) Con dps ---------- Melee Ret 4(-) mind ----- def ----- Armour +1 (-) Fatigue +1% (-) Resists +10%(-) light +11%(-) darkness A cap made of leather. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5(-) Lck ----- def ----- Defense +5 (+5 eff.) (-) ---------- misc T.Disarm +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 1 turns) 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. |
| On fingers | [vs. psionicist's copper ring of light (+20%) (On fingers, 1 of 2)]psionicist's copper ring of light (+20%) 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2(-) Wil dps ---------- Dmg.mod +10%(-) light ----- def ----- Resists +20%(-) light Mind.save +4 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's copper ring of light (+20%) (On fingers, 1 of 2)]psionicist's copper ring 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3(+1) Wil dps ---------- Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-20%) light Mind.save +6 (+3 eff.) (+2 (+1 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Prismwinnow the rough leather belt (Around waist)]Prismwinnow the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +3%(-) acid +6%(-) temporal +3%(-) darkness D.Red.from +17% (-)Summoned ---------- misc Light +2 (-) A belt that goes around your waist. |
| In main hand | [vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]Penitence (15-18 power, 4 apr, physical element) 5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 120% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 (-) Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +11% (-) Spell.pwr +12 (+4 eff.) (-) ----- def ----- Resists +30%(-) blight +30%(-) physical Affinity +20%(-) physical Spell.save +15 (+8 eff.) (-) ---------- misc Talents +1.00(-) Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | [vs. steady rough leather gloves (0 def, 1 armour) (On hands)]steady rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+5 eff.) (-) ----- def ----- Armour +1 (-) Phys.save +6 (+6 eff.) (-) Mind.save +5 (+2 eff.) (-) Disarm- +20% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. focusing woollen robe of Angolwen (0 def, 0 armour) (Main armor)]focusing woollen robe of Angolwen (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +7(-) Wil +7(-) Mag dps ---------- Spell.pwr +7 (+2 eff.) (-) S.pwr/crit +3 (-) ----- def ----- Silence- +20% (-) ---------- misc Mana/turn +0.13 (-) Psi/turn +0.10 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. linen cloak 'Ce'Nita' (1 def, 4 armour) (Cloak)]linen cloak 'Ce'Nita' (1 def, 4 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% (-) Phys.pwr +1 (+1 eff.) (-) Res.pen +5%(-) mind ----- def ----- Armour +4 (-) Defense +1 (+1 eff.) (-) Fatigue -3% (-) Resists +3%(-) blight +3%(-) temporal Confus- +20% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. grounding steel amulet of healing (Around neck)]grounding steel amulet of healing 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10%(-) lightning Heal.mod +11% (-) Cut- +50% (-) Stun/Frz- +26% (-) Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
[vs. Infusion: Wild (on body)]wild infusion (resist 21%; cure physical) 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Shielding [shielding rune of the wizard (absorb 172 for 3 turns)] (on body)]shielding rune (absorb 238 for 4 turns) 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 238 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. grounding steel amulet of healing (Around neck)]grounding copper amulet of strength (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10%(-) lightning Heal.mod +0% (-11%) Cut- +0% (-50%) Stun/Frz- +21% (-5%) Amulets can have magical properties. |
[vs. psionicist's copper ring of light (+20%) (On fingers, 1 of 2)]titan's copper ring of lightning (+22%) 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +0(-2) Wil +3 Con dps ---------- Dmg.mod +11% lightning +0%(-10%) light ----- def ----- Resists +22% lightning +0%(-20%) light Phys.save +6 (+5 eff.) Mind.save +0 (+0 eff.) (-4 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]flaming steel battleaxe (22.5-33.75 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 22.5 - 33.8(+7.5 - +15.8) Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 (-2) Crit +5.0% Atk.spd 100% (-) On Hit.r1 +13 fire While equipped: dps ---------- Spell.crit +0% (-11%) Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff Massive two-handed battleaxes. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]flaming steel dagger (12.5-16.25 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.5 - 16.3(-2.5 - -1.8) Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 (+2) Crit +5.0% Atk.spd 100% (-) On Hit.r1 +6 fire While equipped: dps ---------- Spell.crit +0% (-11%) Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff Sharp, short and deadly. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]insidious steel dagger of massacre (20-26 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature/Master Power 20.0 - 26.0(+5.0 - +8.0) Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 (+2) Crit +5.0% Atk.spd 100% (-) Melee+ +8 insidious poison While equipped: dps ---------- Spell.crit +0% (-11%) Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff Sharp, short and deadly. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]steel greatmaul (27.5-41.25 power, 2 apr) 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Normal] Power 27.5 - 41.3(+12.5 - +23.3) Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 (-2) Crit +1.0% Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-11%) Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff Massive two-handed mauls. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]steel greatsword (24-38.4 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Normal] Power 24.0 - 38.4(+9.0 - +20.4) Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 (-2) Crit +3.0% Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-11%) Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff Massive two-handed swords. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]steady yew longbow of fire 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Apr +0 (-4) Atk.spd 125% (+25%) Range +8 Ranged+ +9 fire While equipped: dps ---------- Phys.crit +3.0% Spell.crit +0% (-11%) Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) Dmg.mod +15% fire Acc +12 (+7 eff.) ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff Longbows are used to shoot arrows at your foes. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]steel mace (17-23.8 power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 17.0 - 23.8(+2.0 - +5.8) Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 (-1) Crit +1.0% Atk.spd 100% (-) While equipped: dps ---------- Spell.crit +0% (-11%) Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff Blunt and deadly. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]Voryrassra the thorny mindstar (9-9.9 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Disrupt/Psionic This psionic mindstar is wrathful to the hated. Power 9.0 - 9.9(-6.0 - -8.1) Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 (+20) Crit +3.5% Atk.spd 100% (-) On Hit: * 17 arcane resource burn (+17) On Crit: + burns latent spell energy While equipped: dps ---------- Spell.crit +0% (-11%) Mind.crit +8% Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) Mind.pwr +6 (+3 eff.) Dmg.mod +5% arcane +4% mind +5% darkness Melee Ret 4 mind 4 darkness ----- def ----- Resists +6% temporal +9% darkness +0%(-30%) blight +6% nature +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +4 (+2 eff.) (-11 (-6 eff.)) Mind.save +20 (+10 eff.) Stun/Frz- +10% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Talents +0(+-1) Command Staff 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. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]honing vined mindstar (5.5-6.05 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 5.5 - 6.1(-9.5 - -11.9) Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 (+14) Crit +3.0% Atk.spd 100% (-) While equipped: Stats +2 Cun +2 Wil dps ---------- Spell.crit +0% (-11%) Mind.crit +2% Spell.pwr +0 (+0 eff.) (-12 (-4 eff.)) Mind.pwr +4 (+2 eff.) Dmg.mod +3% physical Res.pen +3% physical ----- def ----- Resists +0%(-30%) blight +2%(-28%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +0(+-1) Command Staff 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. |
[vs. Penitence (15-18 power, 4 apr, physical element) (In main hand)]cruel elm vilestaff of might (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Master Power 10.0 - 12.0(-5.0 - -6.0) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 (-2) Crit +2.5% Atk.spd 100% (-) While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% (-4%) Crit.mult +11.00% Spell.pwr +3 (+1 eff.) (-9 (-3 eff.)) Dmg.mod +10% fire ----- def ----- Resists +0%(-30%) blight +0%(-30%) physical Affinity +0%(-20%) physical Spell.save +0 (+0 eff.) (-15 (-8 eff.)) ---------- misc Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. steady rough leather gloves (0 def, 1 armour) (On hands)]Singetouch (0 def, 2 armour) 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +6 (+3 eff.) Melee+ 9 nature Dmg.mod +5% nature +9% mind Acc +0 (+0 eff.) (-5 (-5 eff.)) ----- def ----- Armour +2 (+1) Resists +7% nature Phys.save +0 (+0 eff.) (-6 (-6 eff.)) Mind.save +0 (+0 eff.) (-5 (-2 eff.)) Disarm- +0% (-20%) ---------- misc Equi/ret +0.04 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Issekath the rough leather cap (0 def, 1 armour) (On head)]Eilineldassra the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +0(-1) Str +4 Dex +0(-3) Mag +0(-3) Cun +0(-1) Con dps ---------- Res.pen +5% acid +15% physical Acc +2 (+2 eff.) Melee Ret 0(-4) mind ----- def ----- Armour +0 (-1) Defense +1 (+0 eff.) Fatigue +0% (-1%) Resists +1% physical +0%(-10%) light +6% cold +0%(-11%) darkness +6% fire A pointy cloth hat, very wizardly... |
[vs. Issekath the rough leather cap (0 def, 1 armour) (On head)]Glowraze the dwarven-steel helm (9 def, 4 armour) 3.0 T3 head armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +0(-1) Str +0(-3) Mag +0(-3) Cun +5(+4) Con dps ---------- Melee Ret 0(-4) mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 (+3) Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Fatigue +4% (+3%) Resists +0%(-11%) darkness +0%(-10%) light +5% arcane +12% mind Die.at -40.00 life Disarm- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Issekath the rough leather cap (0 def, 1 armour) (On head)]leafwalker's hardened leather cap (0 def, 3 armour) 2.0 T3 head armor [Ego+] Nature While equipped: Stats +0(-1) Str +0(-3) Mag +0(-3) Cun +0(-1) Con dps ---------- Melee Ret 0(-4) mind ----- def ----- Armour +3 (+2) Fatigue +3% (+2%) Resists +0%(-11%) darkness +5% nature +0%(-10%) light Spell.save +3 (+1 eff.) Max.HP +44.00 Heal.mod +15% A cap made of leather. |
[vs. focusing woollen robe of Angolwen (0 def, 0 armour) (Main armor)]spiked cured leather armour (2 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Ego] Master While equipped: Stats +0(-7) Wil +0(-7) Mag dps ---------- Spell.pwr +0 (+0 eff.) (-7 (-2 eff.)) S.pwr/crit +0 (-3) Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Silence- +0% (-20%) ---------- misc Mana/turn +0.00 (-0.13) Psi/turn +0.00 (-0.10) A suit of armour made of leather. |
[vs. focusing woollen robe of Angolwen (0 def, 0 armour) (Main armor)]spiked rough leather armour of lightning resistance (1 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Ego] Master While equipped: Stats +0(-7) Wil +0(-7) Mag dps ---------- Spell.pwr +0 (+0 eff.) (-7 (-2 eff.)) S.pwr/crit +0 (-3) Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +17% lightning Silence- +0% (-20%) ---------- misc Mana/turn +0.00 (-0.13) Psi/turn +0.00 (-0.10) A suit of armour made of leather. |
deadly quiver of ash arrows of accuracy (19/19, 29.5-41.3 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Master Power 29.5 - 41.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +11 Apr +7 Crit +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
hateful quiver of ash arrows (16/16, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Psionic Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 16 Ranged+ +12 darkness Against +11% Living Arrows are used with bows to pierce your foes to death. |
60 alchemist agate0.0 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
[vs. Prox's Lucky Halfling Foot (Tool)]iron pickaxe 'Tempestmonster' (dig speed 27 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +0(-5) Lck dps ---------- Dmg.mod +6% mind Res.pen +10% lightning +25% mind ----- def ----- Defense +0 (+0 eff.) (-5 (-5 eff.)) Resists +3% lightning ---------- misc T.Disarm +0 (-5) Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
[vs. Summertide Phial (Light source)]alchemist's lamp 'Brandjam' 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire +24% mind +0%(-10%) light Res.pen +25% mind ----- def ----- Resists +6% mind +0%(-30%) light Heal.mod +0% (-10%) ---------- misc Light +7 (+3) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Summertide Phial (Light source)]brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +0%(-10%) light ----- def ----- Resists +0%(-30%) light Max.HP +42.00 Heal.mod +0% (-10%) ---------- misc Light +2 (-2) 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. |
[vs. Summertide Phial (Light source)]scorching brass lantern of clarity 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +0%(-10%) light Melee Ret 10 fire ----- def ----- Resists +0%(-30%) light +5% fire Mind.save +5 (+3 eff.) Heal.mod +0% (-10%) ---------- misc Light +2 (-2) See.Stealth +6 See.Invis +6 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. |
[vs. Prox's Lucky Halfling Foot (Tool)]Shard of Crystalized Time 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con +0(-5) Lck dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+5 eff.) (-) Anom.red +10 ---------- misc T.Disarm +0 (-5) 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
[vs. Prox's Lucky Halfling Foot (Tool)]yew totem of cure ailments [power 2] (10 cooldown) 2.0 T3 totem charm [Ego] Nature While equipped: Stats +0(-5) Lck ----- def ----- Defense +0 (+0 eff.) (-5 (-5 eff.)) ---------- misc T.Disarm +0 (-5) Remove up to 2 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By paradoxy the Cornac Paradox Mage level 13
36th Dusk 122nd year of Ascendancy at 05:59 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By paradoxy the Cornac Paradox Mage level 16
75th Dusk 122nd year of Ascendancy at 08:49 see stats
Level 10 (Roguelike)
Got a character to level 10.By paradoxy the Cornac Paradox Mage level 10
10th Mirth 122nd year of Ascendancy at 23:44 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By paradoxy the Cornac Paradox Mage level 14
57th Dusk 122nd year of Ascendancy at 20:47 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By paradoxy the Cornac Paradox Mage level 14
62nd Dusk 122nd year of Ascendancy at 02:32 see stats
Wibbly Wobbly Timey Wimey Stuff (Roguelike)
Killed the weaver queen and the temporal defiler.By paradoxy the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 20:39 see stats
Log
Insidious Poison from Layariakira the blue jelly hits paradoxy for 0 cold, 0 nature (1 total damage).
paradoxy receives 7 healing.
Velylena the gigantic corrosive tunneler uses Shattering Shout.
paradoxy HEALS from physical damage!
Velylena the gigantic corrosive tunneler hits paradoxy for 135 physical, 19 healing (135 total damage) [19 healing].
Deadly Poison from Layariakira the blue jelly hits paradoxy for 16 cold, 16 nature (32 total damage).
Insidious Poison from Layariakira the blue jelly hits paradoxy for 0 cold, 0 nature (1 total damage).
paradoxy receives 7 healing.
Paradoxy is not stunned anymore.
Talent Timeport: Point Zero is ready to use.
Talent Temporal Reprieve is ready to use.
Talent Rethread is ready to use.
Talent Repulsion Blast is ready to use.
Talent Command Staff is ready to use.
Deadly Poison from Layariakira the blue jelly hits paradoxy for 16 cold, 16 nature (32 total damage).
Insidious Poison from Layariakira the blue jelly hits paradoxy for 0 cold, 0 nature (1 total damage).
paradoxy receives 7 healing.
Velylena the gigantic corrosive tunneler uses Warshout.
Paradoxy wanders around!.
Paradoxy is confused and fails to use Temporal Reprieve.
Velylena the gigantic corrosive tunneler speeds up.
Paradoxy stops regenerating health quickly.
Deadly Poison from Layariakira the blue jelly hits paradoxy for 16 cold, 16 nature (32 total damage).
Insidious Poison from Layariakira the blue jelly hits paradoxy for 0 cold, 0 nature (1 total damage).
paradoxy receives 7 healing.
Velylena the gigantic corrosive tunneler uses Juggernaut.
Velylena the gigantic corrosive tunneler hardens its skin.
Saving game...




















































































