











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers of Rage 1.7.4Official 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:
Ashes of Urh'Rok 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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 | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 27 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by dredge at level 27 on the 2nd Wintertide 123rd year of Ascendancy at 08:52 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 76 (base 58) |
| Willpower | 82 (base 53) |
| Cunning | 15 (base 10) |
Resources
| Life | -343/856 |
| Paradox | 342 |
| Healing Factor | 1.2524166372473 |
| Regeneration | 9.0800206200429 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 21 |
| Crit Chance | 8% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 48 |
| Crit Chance | 7% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +8% |
| Cold | +9% |
| All | 0% |
| Lightning | +6% |
| Light | +23% |
| Temporal | +33% |
| Physical | +17% |
| Darkness | +29% |
| Mind | +17% |
| Nature | +20% |
Offense: Damage Penetration
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 47 |
| Mental Save | 37 |
Defense: Resistances
| Fire | + 17%( 70%) |
| Temporal | + 36%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 19%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 31% |
| Knockback Resistance | 41% |
| Confusion Resistance | 22% |
| Stun Resistance | 67% |
| Pinning Resistance | 24% |
| Poison Resistance | 28% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 778% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 521 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
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 grave | active |
You failed to protect the lost defiler from death by Aredhetta the hornet swarm. Escort: lost defiler (level 2 of Trollmire) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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 red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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 within3 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 | Lisath (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex Changes resistances: +6% temporal Blindness immunity: +20% Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Healing mod.: +15% A pair of boots made of leather. |
| Light source | BalibersInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+5 eff.) Changes stats: +10 Wil / +4 Con Changes resistances: +7% blight Changes damage: +8% mind Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Life regen: +4.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Flashwind the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes damage: +11% temporal / +11% light / +17% physical / +3% arcane / +11% darkness Spell save: +8 (+3 eff.) Maximum mana: +40.00 Spell crit. chance: +2% Light radius: +3 Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
| On hands | heroic hardened leather gloves of spellstriking (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 6 arcane Changes stats: +4 Mag / +6 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Mental save: +5 (+3 eff.) Maximum life: +43.00 Spellpower: +5 (+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. |
| Tool | Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | Boradur the FloesweeperCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex Changes resistances: +6% temporal / +3% fire Changes damage: +3% cold Stun/Freeze immunity: +47% Life regen: +3.00 Rings make your fingers look great! |
| Around neck | DuathelpiercerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +13% temporal Changes damage: +6% acid / +18% darkness Pinning immunity: +24% Knockback immunity: +21% Light radius: +3 Amulets make your neck look great! |
| In main hand | short ash starstaff of might (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | FloevilePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil / +5 Mag Changes resistances: +6% cold Changes resistances penetration: +10% cold Changes damage: +12% light / +6% cold Mental save: +11 (+5 eff.) Mana each turn: +0.29 Maximum life: +145.00 Maximum mana: +81.00 Maximum stamina: +40.00 Maximum hate: +12.00 Maximum psi: +20.00 Maximum vim: +26.00 Maximum pos.energy: +25.00 Maximum neg.energy: +25.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In off hand | Stormburst the mossy mindstar (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Changes damage: +6% lightning Talent granted: +1 Attune Mindstar Silence immunity: +10% Knockback immunity: +20% Only die when reaching: -80.00 life Maximum life: +100.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+4 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Eilinogalaith' (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +1 Wil / +3 Cun / +4 Con Changes resistances: +11% all Changes damage: +20% nature / +9% mind Spell save: +19 (+6 eff.) Poison immunity: +28% Disease immunity: +31% Mana each turn: +0.19 Hate when firing a critical mind attack: +3.00 Maximum mana: +66.00 Maximum psi: +20.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the psychic (die at -605; dur 6; cd 32)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: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -605 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1453 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 679%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 679% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the wizard (speed 680%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
shatter afflictions rune (absorb 36; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 52; blocks 3; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 3 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 40; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
Shockwreck the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+5 eff.) Changes stats: +5 Str / +3 Wil / +5 Con Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +3% blight Critical mult.: +5.00% Rings make your fingers look great! |
conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Wil Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
copper ring 'Rhigas'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+10 eff.) Defense: +15 (+7 eff.) Changes stats: +4 Str Critical mult.: +5.00% Mental save: +6 (+3 eff.) Confusion immunity: +25% Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+4 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Tiderace the dwarven-steel longsword (23-32 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% * 20 arcane resource burn Changes stats: +8 Con / +7 Wil Changes damage: +12% cold Spell save: +15 (+5 eff.) Maximum life: +36.00 Sharp, long, and deadly. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Wil / +6 Mag Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
This item will automatically be transmogrified when you leave the level.cured leather sling 'Anaretar' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Travel speed: +200% Damage (Ranged): +8 physical When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Physical power: +9 (+7 eff.) Ammo reloads per turn: +4 Changes stats: +3 Str Physical save: +9 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
BogspawnInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Con Changes resistances penetration: +20% nature Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) Light radius: +2 A belt that goes around your waist. |
Turydas the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Fatigue: -5% Changes stats: +3 Con Reduces incoming crit damage: 10.00% Maximum encumbrance: +21 Light radius: +1 Infravision radius: +1 Healing mod.: +10% A belt that goes around your waist. |
balancing rough leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Cun / +4 Dex Maximum life: +56.00 Maximum mana: +34.00 Maximum stamina: +29.00 Maximum hate: +11.00 Maximum psi: +23.00 Maximum vim: +21.00 Maximum pos.energy: +22.00 Maximum neg.energy: +23.00 Mental crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. |
noble's hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +8% blight Damage against: +15% Summoned Reduced damage from: +25% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Bokoneg the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +4 Wil / +3 Cun Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +4 Mental crit. chance: +5% Light radius: +3 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cleansevengeance (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Changes stats: +4 Cun / +4 Con Changes resistances: +15% light / +13% fire Changes resistances penetration: +20% nature Changes damage: +9% nature Stealth bonus: +9 Mental crit. chance: +2% Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindstalker the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Dex / +2 Mag Changes resistances: +15% cold / +7% all Changes resistances penetration: +10% darkness Changes damage: +18% mind / +10% cold See invisible: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% all Changes damage: +8% nature Poison immunity: +21% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anydorig the pair of rough leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) Armour: +5 Changes stats: +4 Con Changes resistances: +7% lightning / +6% temporal Critical mult.: +5.00% Stamina each turn: +3.00 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Gorubers the Kindlehacker (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +2 Fatigue: +3% Changes stats: +8 Dex / +4 Wil / +4 Con Changes resistances: +12% light Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Issygorath the Shadowusher (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str Changes resistances: +6% acid / +24% fire / +3% darkness Reduces incoming crit damage: 10.00% Maximum life: +40.00 A cap made of leather. |
Lisayanor (0 def, 7 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% acid / +3% blight Spell save: +3 (+1 eff.) Cut immunity: +10% Stun/Freeze immunity: +20% Mindpower: +4 (+2 eff.) A cap made of leather. |
Smearworth (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +5 Dex / +3 Wil / +4 Cun Changes resistances: +9% nature / +14% cold Changes resistances penetration: +10% light Changes damage: +6% nature Allows you to breathe in: water Mindpower: +5 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.6 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+7 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.cured leather armour 'Skyglamour' (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 12 acid / 12 fire Damage when hit (Melee): 10 acid / 14 fire Changes resistances: +17% acid / +14% fire / +15% lightning Psi when hit: +0.20 Mindpower: +30 (+10 eff.) Mental crit. chance: +4% A suit of armour made of leather. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 1/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 (+4 eff.) Mindpower: +5 (+2 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 10 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 20% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Amozor the dwarven-steel torque of gale force [power 235] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Mag / +2 Con Infravision radius: +2 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 275 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 18% for 2 turns. * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Burnveil the steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 10 acid / 6 fire Changes resistances: +6% fire Changes resistances penetration: +10% acid / +10% fire Changes damage: +15% acid / +6% fire It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 210] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 246 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Salubeth the Rainraptor [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +3% nature / +6% fire Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Knockback immunity: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 233 Base Damage: 105 Armor: 0 All Resist: 1 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.elm totem of healing [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mad Paradox Mage the Cornac Paradox Mage level 10
2nd Dusk 122nd year of Ascendancy at 22:26 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Mad Paradox Mage the Cornac Paradox Mage level 23
62nd Haze 122nd year of Ascendancy at 16:54 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Mad Paradox Mage the Cornac Paradox Mage level 10
6th Mirth 122nd year of Ascendancy at 03:25 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Mad Paradox Mage the Cornac Paradox Mage level 20
64th Dusk 122nd year of Ascendancy at 15:45 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Mad Paradox Mage the Cornac Paradox Mage level 22
36th Haze 122nd year of Ascendancy at 03:07 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Mad Paradox Mage the Cornac Paradox Mage level 22
60th Haze 122nd year of Ascendancy at 02:17 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Mad Paradox Mage the Cornac Paradox Mage level 17
50th Dusk 122nd year of Ascendancy at 01:47 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Mad Paradox Mage the Cornac Paradox Mage level 10
6th Mirth 122nd year of Ascendancy at 03:50 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Mad Paradox Mage the Cornac Paradox Mage level 10
7th Mirth 122nd year of Ascendancy at 19:40 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mad Paradox Mage the Cornac Paradox Mage level 25
7th Decay 122nd year of Ascendancy at 16:51 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mad Paradox Mage the Cornac Paradox Mage level 18
59th Dusk 122nd year of Ascendancy at 04:16 see stats
Wibbly Wobbly Timey Wimey Stuff (Madness (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Mad Paradox Mage the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 17:10 see stats
Log
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Mad Paradox Mage converts damage to paradox!
Mayovena the dremling's Steady Shot hits Mad Paradox Mage for (19 dissipated), (105 converted), 246 physical, (2 dissipated), (1 converted), 3 acid (249 total damage).
Mayovena the dremling's Steady Shot hits Mad Paradox Mage for (19 dissipated), (96 converted), 223 physical (223 total damage).
Your Contingency has failed to cast Time Shield!
Mad Paradox Mage converts damage to paradox!
Wasting from Dredge hits Mad Paradox Mage for (4 dissipated), (3 converted), 7 temporal (7 total damage).
Layemira the brittle clear ooze uses Shattering Blow.
Your Contingency has failed to cast Time Shield!
Mad Paradox Mage is weakened by the darkness!
Mad Paradox Mage resists the terror!
Mad Paradox Mage's armour is damaged!
Dredge retunes the fabric of spacetime.
Mad Paradox Mage converts damage to paradox!
Layemira the brittle clear ooze hits Mad Paradox Mage for (22 dissipated), (58 converted), 135 physical (135 total damage).
Mayovena the dremling uses Supercharge Tinkers.
Ninurlhing misses Dredge.
Ungolmor misses Layemira the brittle clear ooze.
Mayovena the dremling uses Scatter Shot.
Mayovena the dremling's Scatter Shot performs a ranged critical strike against Mad Paradox Mage!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Your Contingency has failed to cast Time Shield!
Mad Paradox Mage converts damage to paradox!
Mayovena the dremling's Scatter Shot hits Mad Paradox Mage for (22 dissipated), (154 converted), 360 physical, (2 dissipated), (1 converted), 3 acid (363 total damage).
Mayovena the dremling's Scatter Shot hits Ninurlhing for 464 physical, 7 acid (471 total damage).
Dredge hits Mad Paradox Mage for (22 dissipated), (17 converted), 40 physical (40 total damage).
Mad Paradox Mage the level 27 cornac paradox mage was sliced to death by a dredge on level 1 of The Maze.































































































