










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 50 / 1704% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 38 (base 17) |
| Dexterity | 59 (base 27) |
| Constitution | 34 (base 17) |
| Magic | 112 (base 60) |
| Willpower | 104 (base 60) |
| Cunning | 96 (base 60) |
Resources
| Life | 1220/1220 |
| Mana | 90/744 |
| Paradox | 300 |
| Positive | 0/177 |
| Healing Factor | 1.1764705882355 |
| Regeneration | 0.88235294117662 |
Speed
| Mental | -4.0256686872908E-11% |
| Attack | -4.0256686872908E-11% |
| Movement | +46.80425806594% |
| Spell | -2.0250467969163E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 40 |
| Crit Chance | 37% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 56% |
| Speed | 1.0000000000002 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 33% |
| Speed | 1.0000000000004 |
Offense: Damage Bonus
| Darkness | +31% |
| Light | +25% |
| Temporal | +86% |
| Physical | +32% |
| Acid | +28% |
| All | +19% |
Offense: Damage Penetration
| Temporal | +52% |
| Acid | +15% |
| Darkness | +18% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 136.46191941015 (100%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 21 |
| Physical Save | 69 |
| Spell Save | 63 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 30%( 70%) |
| Mind | + 42%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 67%( 70%) |
| Physical | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 57% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 679% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 445 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.47 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Gravity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Stasis | 1.57 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 1.40 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Timetravel | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Gravity Locus |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by fire wyrm. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by minotaur. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 1172. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | blood-soaked pair of voratun boots of void walking (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +5 (+3 eff.) Armour: +5 Fatigue: +4% Changes resistances: +30% darkness / +27% temporal Changes resistances penetration: +18% darkness / +12% temporal Defense after a teleport: +21 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+5 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 44.69 cold damage and 49.57 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | miner's drakeskin leather cap of sanctity (0 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes resistances: +9% blight / +10% darkness Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Infravision radius: +3 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
| Tool | Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+3 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 394.32 temporal and 277.72 darkness damage (based on Magic), costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 370.85 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s), costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| On fingers | fire opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings can have magical properties. |
| Around waist | Kindleshine the drakeskin leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +6 Str / +7 Dex / +9 Wil / +6 Cun Changes resistances: +6% temporal Changes resistances penetration: +15% acid / +10% temporal Changes damage: +6% light / +9% acid Physical save: +18 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +29 (+6 eff.) Maximum life: +117.00 A belt that goes around your waist. |
| In main hand | Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+9 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
| On hands | heroic dwarven-steel gauntlets of dispersion (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 10 arcane Changes stats: +6 Mag / +5 Wil Changes resistances: +5% arcane Mental save: +9 (+2 eff.) Maximum life: +60.00 It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: 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. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 16 Armour, 23 Defense and your attacks will gain 46% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Gleamzephyr (18 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Armour: +12 Defense: +18 (+6 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Dex / +6 Mag / +5 Wil / +6 Cun Changes resistances: +5% arcane / +2% physical Changes damage: +3% physical Critical mult.: +3.00% Physical save: +70 (+16 eff.) Spell save: +25 (+6 eff.) Mental save: +30 (+6 eff.) Only die when reaching: -50.00 life Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of perfection (0.17 Chronomancy / Stasis,0.17 Chronomancy / Matter)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +5 Con Talent masteries: +0.17 Chronomancy / Stasis +0.17 Chronomancy / Matter Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 324)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -476)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: 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 -476 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+7 for 10 turns, die at -578)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -578 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+18 for 12 turns, die at -767)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 12 turns. While Heroism is active, you will only die when reaching -767 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. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 503 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 503 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (566.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1052.76 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 668 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 668 damage for 7 turns. Its effects scale with your Willpower 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 ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
vitalizing gold amulet of perfection (0.15 Celestial / Light,0.15 Chronomancy / Flux)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.15 Chronomancy / Flux +0.15 Celestial / Light Physical save: +7 (+1 eff.) Life regen: +1.80 Maximum life: +30.00 Amulets can have magical properties. |
vitalizing voratun amulet of perfection (0.33 Chronomancy / Timeline Threading,0.33 Chronomancy / Speed Control)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Talent masteries: +0.33 Chronomancy / Timeline Threading +0.33 Chronomancy / Speed Control Physical save: +13 (+3 eff.) Life regen: +0.70 Maximum life: +54.00 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Gedhewe the ShinepassionInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +40 Effects on melee hit: * 15% chance to blind Changes stats: +20 Str / +2 Mag Changes resistances: +9% light / +40% cold Changes resistances penetration: +5% light Changes damage: +20% cold Reduces incoming crit damage: 5.00% Life regen: +1.90 Equilibrium when hit: +0.08 Maximum life: +100.00 Light radius: +3 See invisible: +9 Healing mod.: +23% Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Guthra the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Armour: +18 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Str Changes resistances: +9% blight Changes damage: +18% physical Stamina each turn: +0.40 Maximum life: +30.00 Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
PhlegmsweeperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Dex / +1 Cun / +2 Con Changes resistances: +24% cold Changes resistances penetration: +25% nature Changes damage: +12% cold Light radius: +2 See invisible: +3 Rings can have magical properties. |
TempestreeveInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil Changes resistances: +15% blight / +9% lightning / +13% nature / +40% acid Changes resistances penetration: +10% lightning Changes damage: +20% acid / +3% blight Mental save: +15 (+3 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +50% Life regen: +1.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +100.00 Maximum vim: +10.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +1% Healing mod.: +29% Rings can have magical properties. |
XanolrareveaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Changes stats: +16 Con Changes resistances: +40% lightning / +3% darkness Changes damage: +20% lightning / +3% arcane Physical save: +36 (+9 eff.) Spell save: +38 (+9 eff.) Mental save: +24 (+5 eff.) Blindness immunity: +15% Stun/Freeze immunity: +25% Maximum stamina: +38.00 Rings can have magical properties. |
conjurer's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Changes stats: +8 Wil / +7 Mag Spellpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring 'Isirevea'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun Changes damage: +27% mind Mental save: +9 (+2 eff.) Stun/Freeze immunity: +44% Life regen: +4.00 Equilibrium when hit: +0.20 Mindpower: +8 (+2 eff.) Mental crit. chance: +5% Rings can have magical properties. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 180 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 380, based on Magic) for 10 turns, costing 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Offaltaint the drakeskin leather beltPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Fatigue: -12% Changes stats: +3 Str / +12 Mag / +6 Wil / +2 Cun / +3 Con Changes damage: +6% nature / +9% acid Mana each turn: +0.60 Maximum mana: +55.00 Spell crit. chance: +6% It can be used to create a temporary shield that absorbs 374 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% fire / +6% cold Maximum encumbrance: +20 A belt that goes around your waist. |
Stormwhisper the pair of voratun boots (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Changes stats: +16 Str / +17 Con Changes damage: +9% lightning / +12% physical Poison immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +25% Spellpower: +5 (+2 eff.) Size category: +2 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Undeathbiter the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +7 Dex / +4 Con Changes resistances: +6% temporal / +14% nature / +5% arcane Changes damage: +12% nature Spell save: +7 (+1 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Teleport immunity: +10% Maximum life: +102.00 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanirin the dwarven-steel helm (9 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Changes stats: +3 Str / +8 Dex / +4 Con Changes resistances: +19% darkness Changes resistances penetration: +15% physical Changes damage: +15% physical Stamina each turn: +0.80 Maximum stamina: +20.00 Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
bloodhexed voratun pickaxe (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +9 Str / +5 Wil Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
ethereal alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Spellpower: +11 (+3 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 90 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
19 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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, costing 182 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. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 771.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
supercharged voratun torque of psychoportation [power 72] (31 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 72), putting all charms on cooldown for 31 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
dragonbone wand of clairvoyance 'Brightpassion' [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +10 Mag / +6 Wil / +4 Cun Light radius: +3 See invisible: +9 It can be used to reveal the area around you, dispelling darkness (radius 16, power 95 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By SamGray VIII the Cornac Paradox Mage level 29
59th Regrowth 123rd year of Ascendancy at 00:41 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By SamGray VIII the Cornac Paradox Mage level 30
72nd Regrowth 123rd year of Ascendancy at 18:03 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By SamGray VIII the Cornac Paradox Mage level 28
57th Regrowth 123rd year of Ascendancy at 01:09 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By SamGray VIII the Cornac Paradox Mage level 34
10th Mirth 123rd year of Ascendancy at 00:23 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By SamGray VIII the Cornac Paradox Mage level 50
76th Pyre 124th year of Ascendancy at 09:33 see stats
Atamathoned! (Roguelike)
Killed the giant golem Atamathon after foolishly reactivating it.By SamGray VIII the Cornac Paradox Mage level 50
10th Haze 124th year of Ascendancy at 12:38 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By SamGray VIII the Cornac Paradox Mage level 41
3rd Decay 123rd year of Ascendancy at 06:26 see stats
Best album ever! (Roguelike)
Removed 89 beneficial effects from enemies via Disintegration.By SamGray VIII the Cornac Paradox Mage level 25
47th Regrowth 123rd year of Ascendancy at 00:40 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By SamGray VIII the Cornac Paradox Mage level 33
7th Mirth 123rd year of Ascendancy at 10:24 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By SamGray VIII the Cornac Paradox Mage level 19
1st Allure 123rd year of Ascendancy at 03:47 see stats
Catch that Plumpkin! (Roguelike)
Finish the Plumpkin event.By SamGray VIII the Cornac Paradox Mage level 16
67th Haze 122nd year of Ascendancy at 18:37 see stats
Clone War (Roguelike)
Destroyed your own Shade.By SamGray VIII the Cornac Paradox Mage level 50
5th Mirth 124th year of Ascendancy at 02:37 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By SamGray VIII the Cornac Paradox Mage level 17
75th Haze 122nd year of Ascendancy at 18:58 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By SamGray VIII the Cornac Paradox Mage level 46
44th Regrowth 124th year of Ascendancy at 22:27 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By SamGray VIII the Cornac Paradox Mage level 41
2nd Wintertide 124th year of Ascendancy at 15:43 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By SamGray VIII the Cornac Paradox Mage level 32
3rd Mirth 123rd year of Ascendancy at 22:47 see stats
Don't mind the slimy smell (Roguelike)
Have 400 walls on the sludgenest turn into hostile creatures.By SamGray VIII the Cornac Paradox Mage level 50
25th Dusk 124th year of Ascendancy at 03:45 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By SamGray VIII the Cornac Paradox Mage level 41
3rd Decay 123rd year of Ascendancy at 10:25 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By SamGray VIII the Cornac Paradox Mage level 21
3rd Regrowth 123rd year of Ascendancy at 10:36 see stats
Evil denied (Roguelike)
Won ToME by preventing the Void portal from opening.By SamGray VIII the Cornac Paradox Mage level 50
69th Pyre 124th year of Ascendancy at 06:22 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By SamGray VIII the Cornac Paradox Mage level 50
9th Flare 124th year of Ascendancy at 19:39 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By SamGray VIII the Cornac Paradox Mage level 17
4th Decay 122nd year of Ascendancy at 13:05 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SamGray VIII the Cornac Paradox Mage level 31
56th Pyre 123rd year of Ascendancy at 21:23 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By SamGray VIII the Cornac Paradox Mage level 31
66th Pyre 123rd year of Ascendancy at 14:03 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By SamGray VIII the Cornac Paradox Mage level 50
63rd Pyre 124th year of Ascendancy at 08:36 see stats
Gem of the Moon (Roguelike)
Completed the Master Jeweler quest with Limmir.By SamGray VIII the Cornac Paradox Mage level 50
30th Pyre 124th year of Ascendancy at 07:56 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SamGray VIII the Cornac Paradox Mage level 30
72nd Regrowth 123rd year of Ascendancy at 17:41 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By SamGray VIII the Cornac Paradox Mage level 50
76th Pyre 124th year of Ascendancy at 11:24 see stats
I'm a cool hero (Roguelike)
Saved Derth without a single inhabitant dying.By SamGray VIII the Cornac Paradox Mage level 14
47th Haze 122nd year of Ascendancy at 18:36 see stats
In the company of slimes (Roguelike)
Have 500 walls on the sludgenest turn into hostile creatures.By SamGray VIII the Cornac Paradox Mage level 50
31st Dusk 124th year of Ascendancy at 16:30 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By SamGray VIII the Cornac Paradox Mage level 48
53rd Regrowth 124th year of Ascendancy at 07:58 see stats
Level 10 (Roguelike)
Got a character to level 10.By SamGray VIII the Cornac Paradox Mage level 10
9th Flare 122nd year of Ascendancy at 16:15 see stats
Level 20 (Roguelike)
Got a character to level 20.By SamGray VIII the Cornac Paradox Mage level 20
1st Allure 123rd year of Ascendancy at 03:47 see stats
Level 30 (Roguelike)
Got a character to level 30.By SamGray VIII the Cornac Paradox Mage level 30
72nd Regrowth 123rd year of Ascendancy at 04:15 see stats
Level 40 (Roguelike)
Got a character to level 40.By SamGray VIII the Cornac Paradox Mage level 40
79th Haze 123rd year of Ascendancy at 19:45 see stats
Level 50 (Roguelike)
Got a character to level 50.By SamGray VIII the Cornac Paradox Mage level 50
8th Pyre 124th year of Ascendancy at 10:01 see stats
Look at me, I'm playing a roguelike! (Roguelike)
Linked yourself in the in-game chat.By SamGray VIII the Cornac Paradox Mage level 36
16th Haze 123rd year of Ascendancy at 14:04 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By SamGray VIII the Cornac Paradox Mage level 30
27th Pyre 123rd year of Ascendancy at 14:55 see stats
Mad slime dash (Roguelike)
Have 300 walls on the sludgenest turn into hostile creatures.By SamGray VIII the Cornac Paradox Mage level 50
20th Dusk 124th year of Ascendancy at 01:40 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By SamGray VIII the Cornac Paradox Mage level 50
9th Dusk 124th year of Ascendancy at 11:48 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By SamGray VIII the Cornac Paradox Mage level 50
12nd Pyre 124th year of Ascendancy at 18:21 see stats
Pest Control (Roguelike)
Killed 1000 reproducing vermin.By SamGray VIII the Cornac Paradox Mage level 50
11st Dusk 124th year of Ascendancy at 19:10 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By SamGray VIII the Cornac Paradox Mage level 45
23rd Regrowth 124th year of Ascendancy at 19:12 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By SamGray VIII the Cornac Paradox Mage level 12
35th Dusk 122nd year of Ascendancy at 20:08 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By SamGray VIII the Cornac Paradox Mage level 29
69th Regrowth 123rd year of Ascendancy at 16:43 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By SamGray VIII the Cornac Paradox Mage level 50
10th Haze 124th year of Ascendancy at 11:22 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By SamGray VIII the Cornac Paradox Mage level 39
56th Haze 123rd year of Ascendancy at 10:39 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By SamGray VIII the Cornac Paradox Mage level 33
4th Mirth 123rd year of Ascendancy at 00:09 see stats
Slime killer party (Roguelike)
Have 200 walls on the sludgenest turn into hostile creatures.By SamGray VIII the Cornac Paradox Mage level 50
14th Dusk 124th year of Ascendancy at 20:53 see stats
Slimefest (Roguelike)
Have 100 walls on the sludgenest turn into hostile creatures.By SamGray VIII the Cornac Paradox Mage level 50
10th Dusk 124th year of Ascendancy at 19:10 see stats
Tactical master (Roguelike)
Fought the two Sorcerers without closing any invocation portals.By SamGray VIII the Cornac Paradox Mage level 50
69th Pyre 124th year of Ascendancy at 06:21 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By SamGray VIII the Cornac Paradox Mage level 30
72nd Regrowth 123rd year of Ascendancy at 18:03 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By SamGray VIII the Cornac Paradox Mage level 26
50th Regrowth 123rd year of Ascendancy at 06:53 see stats
The Arena (Roguelike)
Unlocked Arena mode.By SamGray VIII the Cornac Paradox Mage level 9
5th Flare 122nd year of Ascendancy at 03:53 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By SamGray VIII the Cornac Paradox Mage level 30
72nd Regrowth 123rd year of Ascendancy at 18:03 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By SamGray VIII the Cornac Paradox Mage level 21
2nd Regrowth 123rd year of Ascendancy at 04:13 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SamGray VIII the Cornac Paradox Mage level 30
38th Pyre 123rd year of Ascendancy at 01:31 see stats
The Sun Still Shines (Roguelike)
Aeryn survived the last battle.By SamGray VIII the Cornac Paradox Mage level 50
69th Pyre 124th year of Ascendancy at 06:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By SamGray VIII the Cornac Paradox Mage level 11
6th Dusk 122nd year of Ascendancy at 19:26 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By SamGray VIII the Cornac Paradox Mage level 35
1st Haze 123rd year of Ascendancy at 09:04 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By SamGray VIII the Cornac Paradox Mage level 30
37th Pyre 123rd year of Ascendancy at 08:36 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By SamGray VIII the Cornac Paradox Mage level 29
67th Regrowth 123rd year of Ascendancy at 08:25 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By SamGray VIII the Cornac Paradox Mage level 18
6th Decay 122nd year of Ascendancy at 15:45 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By SamGray VIII the Cornac Paradox Mage level 27
56th Regrowth 123rd year of Ascendancy at 16:39 see stats
Well trained (Roguelike)
Deal one million damage to training dummies in a single training session.By SamGray VIII the Cornac Paradox Mage level 31
1st Mirth 123rd year of Ascendancy at 05:56 see stats
Wibbly Wobbly Timey Wimey Stuff (Roguelike)
Killed the weaver queen and the temporal defiler.By SamGray VIII the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 10:16 see stats
Log
Rested for 0 turns (stop reason: hostile spotted to the southwest (ziguranth patrol)).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southwest (ziguranth patrol)).
Today is the 67th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Today is the 68th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Today is the 69th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
Today is the 70th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Resting starts...
Rested for 56 turns (stop reason: all resources and life at maximum).
SamGray VIII deactivates Disintegration.
SamGray VIII deactivates Chant of Fortress.
SamGray VIII deactivates Premonition.
SamGray VIII deactivates Gravity Locus.
SamGray VIII deactivates Contingency.
SamGray VIII deactivates Energy Decomposition.
SamGray VIII deactivates Reality Smearing.
SamGray VIII deactivates Matter Weaving.

























































































































