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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Paradox Mage |
| Level / Exp | 23 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Polewen the Guardian at level 15 on the 7th Loss 122nd year of Ascendancy at 16:47 0 / 6Killed by Zubyda the black jelly at level 17 on the 27th Loss 122nd year of Ascendancy at 18:10 Killed by Zubyda the black jelly at level 17 on the 28th Loss 122nd year of Ascendancy at 02:32 Killed by Zubyda the black jelly at level 17 on the 28th Loss 122nd year of Ascendancy at 04:57 Killed by Bethariba the large brown snake at level 19 on the 14th Shortage 122nd year of Ascendancy at 00:44 Killed by Gloranor the dreaming horror at level 23 on the 21st Shortage 122nd year of Ascendancy at 02:03 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 28 (base 12) |
| Magic | 60 (base 51) |
| Willpower | 77 (base 42) |
| Cunning | 24 (base 10) |
Resources
| Life | -1/597 |
| Mana | 237/477 |
| Paradox | 681 |
| Healing Factor | 1.2363636363636 |
| Regeneration | 4.0181818181818 |
Speed
| Mental | +22.268086021973% |
| Attack | +12.26808602197% |
| Movement | -50% |
| Spell | +12.26808602197% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 29 |
| Crit Chance | 11% |
| APR | 13 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 14% |
| Speed | 0.89072508086075 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 10% |
| Speed | 0.89072508086075 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +4% |
| Cold | +25% |
| All | 0% |
| Darkness | +25% |
| Light | +13% |
| Physical | +13% |
| Fire | +7% |
| Nature | +12% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +25% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39.645687042001 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 3 |
| Physical Save | 42 |
| Spell Save | 49 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 41%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 21%( 70%) |
| Physical | -5%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Bleed Resistance | 34% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 307 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Phase Pulse |
| talent | Reality Smearing |
| talent | Matter Weaving |
| talent | Premonition |
| talent | Contingency |
| talent | Gravity Locus |
| detrimental effect | The target is being ravaged by distortion, taking 76.74 physical damage and is losing one physical effect turn. Ravage |
| beneficial effect | Reduces mind damage received by 18%. Premonition Shield |
| beneficial effect | Increases attack, spell, and mind speed by 12%. 2 Time Dilation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 31%. Distortion |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 18. 6 Fateweaver |
| detrimental effect | Damage received in the past is returned as 14.10 paradox damage per turn. Reality Smearing |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 14, and granting a 3% chance to ignore critical hits. Precognition |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
| beneficial effect | The target's defense and saves have been increased by 18. 6 Spin |
| beneficial effect | The target has a 52% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by cave bear. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the lost defiler from death by Velerethra the copperhead snake. Escort: lost defiler (level 1 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | 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 | Rharain the Pyrefame (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 fire Changes stats: +5 Dex / +5 Wil / +7 Lck Changes resistances: +6% fire Changes resistances penetration: +20% mind Stealth bonus: +8 Mental save: +6 (+2 eff.) Mindpower: +15 (+5 eff.) A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(132 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Voidwinnow' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 26% Changes stats: +12 Str / +5 Dex / +8 Cun / +5 Con Changes resistances: -24% light A cap made of leather. |
| Tool | Silonne [power 230] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +8 Changes stats: +6 Cun Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) It can be used to fire a magical bolt dealing 115 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.10 cold and 10.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Cleansemark the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +12% nature / +3% acid Mental save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +3.00 Mental crit. chance: +3% Rings can have magical properties. |
| Around waist | AragabethInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +5% blight Mental save: +6 (+2 eff.) Vim when firing critical spell: +1.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | infernal elven-wood vilestaff of wizardry (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 fire Changes stats: +3 Wil / +2 Mag Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum mana: +10.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +4% See invisible: +10 Staves designed for wielders of magic, by the greats of the art. |
| On hands | radiant hardened leather gloves of spellstriking (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane / 5 light Changes stats: +3 Wil / +3 Mag Changes resistances: +4% arcane / +7% light Changes damage: +4% arcane / +3% light Spellpower: +6 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing woollen robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +13% acid / +11% physical / +10% cold / +10% fire / +9% all Changes damage: +7% acid / +7% physical / +10% cold / +7% fire Talent cooldown: Refit Golem (-2 turns) Mana each turn: +0.10 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Dimslicer the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Defense: +1 (+1 eff.) Changes stats: +4 Wil / +2 Mag Changes resistances: +9% fire Changes resistances penetration: +25% darkness Critical mult.: +13.00% Stealth bonus: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Scorpionstriker'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Wil Changes resistances: +3% blight / +3% fire / +3% darkness / +5% physical Changes damage: +6% physical Stamina each turn: +0.20 Combat speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 199; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease 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 nature talent. |
This item will automatically be transmogrified when you leave the level.rogue's gold ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Glaciernaught the dwarven-steel dagger (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 2) on crit: +8 cold When wielded/worn: Physical save: +18 (+6 eff.) Confusion immunity: +20% Pinning immunity: +10% Knockback immunity: +20% Life regen: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger 'Durathel' (11-14.3 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 blight When wielded/worn: Armour penetration: +7 Physical crit. chance: +8.0% Changes stats: +3 Con / +3 Mag Changes damage: +15% blight Critical mult.: +16.00% Light radius: +3 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.ethereal yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +18 (+7 eff.) Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Damage Shield penetration: +19% Damage Shield Power: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Ivubeth Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +15 (+7 eff.) Effects on melee hit: * 20% chance to reduce armor by 38% Damage when hit (Melee): 4 acid Changes stats: +3 Str Critical mult.: +20.00% Maximum life: +46.00 Maximum stamina: +10.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.cashmere cloak 'Veloyamina' (11 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +3 Cun Changes resistances: +6% acid / +9% fire / +9% darkness / +18% cold Physical save: +5 (+1 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+5 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 22.00 to 27.50 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level.dreamer's cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +10% mind / +13% darkness / +11% all Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% lightning / +7% temporal Stamina each turn: +0.50 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Sun's kiss (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag Changes resistances: +24% acid / +6% fire Changes resistances penetration: +15% mind / +25% fire Changes damage: +16% acid / +12% fire / +9% mind A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Storm's kiss' (0 def, 3 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 38% Damage when hit (Melee): 4 lightning Changes resistances: +9% blight / +7% nature / +9% lightning Changes resistances penetration: +20% mind / +10% lightning Changes damage: +12% lightning A cap made of leather. |
marauder's hardened leather armour of the deep (13 def, 7 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +13 (+5 eff.) Fatigue: +8% Changes stats: +3 Str / +5 Dex Changes resistances: +6% acid / +7% cold Allows you to breathe in: water Physical save: +9 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel shield of acid resistance (+20%) (0 def, 6 armour, 83.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 4 fire Changes resistances: +20% acid Talent granted: +1 Block Handheld deflection devices. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
98 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Beardmage the Dwarf Paradox Mage level 9
27th Voratun 122nd year of Ascendancy at 05:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Beardmage the Dwarf Paradox Mage level 10
9th Profit 122nd year of Ascendancy at 21:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Beardmage the Dwarf Paradox Mage level 20
16th Shortage 122nd year of Ascendancy at 01:33 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Beardmage the Dwarf Paradox Mage level 14
33rd Profit 122nd year of Ascendancy at 17:17 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Beardmage the Dwarf Paradox Mage level 6
18th Voratun 122nd year of Ascendancy at 18:56 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Beardmage the Dwarf Paradox Mage level 9
9th Profit 122nd year of Ascendancy at 03:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Beardmage the Dwarf Paradox Mage level 14
16th Profit 122nd year of Ascendancy at 12:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Beardmage the Dwarf Paradox Mage level 18
28th Loss 122nd year of Ascendancy at 16:01 see stats
Log
Ultimate teluvorta casts Temporal Wake.
Gloranor the dreaming horror's mind surges with critical power!
Beardmage is stunned!
Gloranor the dreaming horror converts some damage to Psi!
Gloranor the dreaming horror mentally dismisses some damage!
Dream seed converts some damage to Psi!
Gloranor the dreaming horror hits Beardmage for (0 webs of fate), (0 absorbed), 0 mind (0 total damage).
Webs of Fate hits Gloranor the dreaming horror for (1 dismissed), 0 to psi, 0 physical, (5 dismissed), 2 to psi, 1 temporal (4 total damage).
Webs of Fate hits Dream seed for 11 to psi, 13 physical (24 total damage).
Webs of Fate hits Teluvorta for 0 mind damage.
Ultimate teluvorta hits Beardmage for (23 webs of fate), (63 absorbed), 0 temporal, (27 webs of fate), (73 absorbed), 0 physical (0 total damage).
Dream seed uses Dream Walk.
Reality smears around Ultimate teluvorta.
Ultimate teluvorta converts damage to paradox!
Gloranor the dreaming horror converts some damage to Psi!
Gloranor the dreaming horror mentally dismisses some damage!
Gloranor the dreaming horror hits Ultimate teluvorta for (19 converted), 45 mind, (1 converted), 2 mind (47 total damage).
Gloranor the dreaming horror's Shoot hits Ultimate teluvorta for (34 converted), 80 physical, (4 converted), 8 blight (89 total damage).
Ravage from Gloranor the dreaming horror hits Beardmage for (22 webs of fate), (59 absorbed), 0 physical (0 total damage).
Melee retaliation hits Gloranor the dreaming horror for (6 dismissed), 3 to psi, 2 temporal (4 total damage).
Gloranor the dreaming horror uses Psyshot.
Ultimate teluvorta misses Beardmage.
Beardmage resists the swap!
Beardmage instinctively hardens his skin and ignores the attack!
Beardmage repels an attack from Teluvorta.
Gloranor the dreaming horror receives 6 healing (14 psi heal).
Gloranor the dreaming horror's maelstrom pulls Beardmage in!
Your shield crumbles under the damage!
The shield around Beardmage crumbles.
Saving game...
































































































