









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Embers of Rage 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 1968% |
Size | medium |
Lifes / Deaths | Killed by Elandar at level 50 on the 38th Pyre 124th year of Ascendancy at 09:30 / 2Killed by Elandar at level 50 on the 38th Pyre 124th year of Ascendancy at 09:40 |
Primary Stats
Strength | 57 (base 12) |
Dexterity | 47 (base 15) |
Constitution | 54 (base 30) |
Magic | 106 (base 60) |
Willpower | 114 (base 63) |
Cunning | 105 (base 60) |
Resources
Life | -416/1402 |
Mana | 1013/1013 |
Paradox | 353 |
Positive | 234/235 |
Healing Factor | 1.2946428571428 |
Regeneration | 7.0558035714283 |
Speed
Mental | +46.074767897146% |
Attack | +46.074767897146% |
Movement | +10.00000000004% |
Spell | +46.074767897146% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 45.74674930024 |
See Invisible | 45.74674930024 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 114 |
Accuracy | 60 |
Crit Chance | 48% |
APR | 34 |
Speed | 0.68 |
Offense: Spell
Spellpower | 102 |
Crit Chance | 70% |
Speed | 0.68458092687446 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 88 |
Crit Chance | 50% |
Speed | 0.68458092687446 |
Offense: Damage Bonus
Acid | +26% |
Blight | +20% |
Arcane | +18% |
Mind | +9% |
All | 0% |
Darkness | +31% |
Light | +5% |
Temporal | +46% |
Physical | +6% |
Fire | +7% |
Nature | +21% |
Offense: Damage Penetration
Darkness | +65% |
Light | +45% |
Temporal | +60% |
Blight | +50% |
Mind | +50% |
All | +30% |
Defense: Base
Armour (hardiness) | 50.999999999999 (87.462686567164%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 7 |
Physical Save | 58 |
Spell Save | 92 |
Mental Save | 71 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 80%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 70% |
Poison Resistance | 30% |
Blind Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 24% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 895% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 22 for 9 turns. While Heroism is active, you will only die when reaching -1143 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 Willpower stat. |
Class Talents
Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Stasis | 1.40 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Chronomancy / Flux | 1.40 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 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 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target is out of phase with reality, increasing defense by 50, resist all by 35%, and reducing the duration of detrimental timed effects by 50%. Out of Phase |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target's spellpower has been increased by 48. Spellsurge |
beneficial effect | The target ignores pain, reducing all damage taken by 24%. Pain Suppression |
beneficial effect | The time distortion has created a restoration field, healing the target for 52 each turn. Temporal Restoration Field |
beneficial effect | Increases attack, spell, and mind speed by 46%. 3 Time Dilation |
beneficial effect | Displacing 33% of all damage on to a random enemy. Webs of Fate |
beneficial effect | The target is recovering 25 life each turn. Recovery |
beneficial effect | The target's accuracy and power have been increased by 60. 6 Fateweaver |
beneficial effect | The target's defense and saves have been increased by 54. 6 Spin |
beneficial effect | The target has a 127% chance of increasing the duration of one detrimental status effects on targets it damages by one. Seal Fate |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 failed to protect the injured seer from death by Mad Paradox Mage. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by greater telugoroth. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost anorithil from death by Vorymira the skeleton magus. Escort: lost anorithil (level 6 of Dreadfell) | failed |
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 improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+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 Track (+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. | active |
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 must explore the morass. | failed |
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 |
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 ice 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 |
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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an 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. | completed |
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 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 |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +4 Mag Changes resistances: +12% acid / +9% cold Reduces incoming crit damage: 15.00% Spell save: +4 (+1 eff.) Blindness immunity: +30% Disease immunity: +15% Stun/Freeze immunity: +20% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +30 Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Fatigue: -6% Changes stats: +2 Mag / +10 Wil / +3 Con Changes resistances penetration: +15% darkness / +30% all Grants telepathy: Dragon Critical mult.: +20.00% Mental save: +12 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +8 Infravision radius: +2 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +9 Str / +8 Dex / +5 Wil / +5 Cun Changes resistances: +7% all Physical save: +14 (+4 eff.) Spell save: +42 (+8 eff.) Mana each turn: +0.08 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+1 eff.) Mindpower: +6 (+2 eff.) Light radius: +3 A cap made of leather. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Mag Changes resistances penetration: +15% light Changes damage: +18% arcane Spell save: +48 (+9 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +15% blight / +40% acid / +12% darkness / +18% nature Changes damage: +20% acid Physical save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Poison immunity: +30% Disease immunity: +30% Silence immunity: +5% Stun/Freeze immunity: +50% Life regen: +4.60 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +11 (+3 eff.) Fatigue: -8% Changes stats: +8 Str / +8 Dex / +6 Mag / +8 Wil / +15 Cun / +7 Con Changes resistances: +15% darkness / +6% cold Reduces incoming crit damage: 10.00% Mindpower: +11 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +1 Wil Changes resistances: +12% blight / +6% fire Reduced damage from: +45% Summoned Spell save: +6 (+1 eff.) Maximum life: +190.00 Maximum mana: +99.00 Maximum stamina: +60.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +57.00 Maximum pos.energy: +38.00 Maximum neg.energy: +40.00 Spell crit. chance: +1% Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
In main hand | ![]() 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: +7 Wil / +8 Mag 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 (+7 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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +9 (+3 eff.) Armour: +3 Effects on melee hit: * 20% chance to disease Changes stats: +4 Cun / +4 Str Changes resistances: +11% darkness Changes resistances penetration: +20% blight Mana each turn: +0.29 Spellpower: +16 (+3 eff.) Spell crit. chance: +7% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +23 (+6 eff.) Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% * 45% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes stats: +16 Str / +9 Mag / +9 Wil / +7 Con Changes resistances: +47% lightning / +9% nature Changes resistances penetration: +10% mind Changes damage: +21% nature / +6% acid Maximum life: +89.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +10% Mindpower: +22 (+5 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Defense: +13 (+3 eff.) Fatigue: -7% Changes resistances: +25% light / +27% temporal / +52% darkness / +39% fire Changes resistances penetration: +20% darkness / +10% mind Changes damage: +25% darkness / +9% blight Stealth bonus: +39 Spell save: +30 (+6 eff.) Spellpower: +6 (+1 eff.) Defense after a teleport: +40 Resist all after a teleport: +25% New effects duration reduction after a teleport: +40% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +4 Mag / +7 Cun / +7 Con Changes damage: +6% temporal / +6% darkness / +6% physical / +11% blight / +7% fire / +9% mind / +5% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +14.00% Life regen: +0.60 Stamina each turn: +1.10 Psi when hit: +0.04 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
Inventory
![]() 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 21 for 11 turns. While Heroism is active, you will only die when reaching -766 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 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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 833% 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. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 32% for 8 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 fire Changes stats: +6 Cun / +3 Str Changes resistances: +9% lightning / +9% fire Changes damage: +21% fire Reduces incoming crit damage: 15.00% Life regen: +3.00 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +10% lightning / +12% light / +12% darkness Changes resistances penetration: +5% darkness Talent mastery: +0.17 Technique / Combat training Blindness immunity: +20% Stun/Freeze immunity: +24% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 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. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Fatigue: -9% Damage when hit (Melee): 20 mind Changes stats: +10 Str / +7 Mag / +8 Wil / +10 Con Changes resistances: +9% lightning / +9% fire Changes resistances penetration: +10% mind / +10% lightning Changes damage: +6% fire Maximum encumbrance: +31 Silence immunity: +50% Mana each turn: +0.40 Spellpower: +15 (+3 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+5 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes resistances: +6% acid / +24% fire Changes resistances penetration: +10% temporal Changes damage: +6% acid / +21% fire / +8% all Spellpower: +17 (+3 eff.) Mindpower: +17 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 8 blight Changes stats: +10 Str / +3 Dex / +7 Wil / +6 Cun Changes damage: +9% blight Infravision radius: +3 Rings can have magical properties. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 temporal When wielded/worn: Armour penetration: +3 Armour: +10 Changes stats: +16 Cun Changes damage: +12% fire Critical mult.: +43.00% Life regen: +1.90 Maximum life: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +2 Physical crit. chance: +10.0% Physical power: +15 (+4 eff.) Armour: +4 Damage when hit (Melee): 8 darkness Changes stats: +1 Dex / +2 Con Changes resistances: +3% darkness Changes damage: +30% light / +30% temporal / +30% darkness / +30% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +12 (+3 eff.) Mana each turn: +0.40 Maximum mana: +98.00 Spellpower: +32 (+6 eff.) Spell crit. chance: +9% Healing mod.: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +18 Dex / +4 Wil / +12 Cun / +18 Lck Changes resistances: +12% blight Critical mult.: +15.00% Trap disarming bonus: +56 Stealth bonus: +30 Equilibrium when hit: +0.08 Infravision radius: +10 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Damage when hit (Melee): 8 nature / 12 temporal Changes stats: +5 Str / +1 Dex / +3 Mag / +4 Wil / +8 Con Changes resistances: +6% nature Changes resistances penetration: +10% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +39 (+10 eff.) Spell save: +10 (+2 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +93% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 16 arcane Changes stats: +10 Wil / +10 Mag Changes resistances: +10% arcane Mana each turn: +0.38 Spellpower: +16 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Str / +3 Wil Changes resistances: +8% blight / +9% darkness Changes resistances penetration: +5% physical Physical save: +20 (+5 eff.) Spell save: +7 (+1 eff.) Mental save: +39 (+10 eff.) Light radius: +2 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 nature Changes stats: +3 Wil Changes resistances: +56% mind / +3% nature Changes damage: +18% nature Mental save: +58 (+13 eff.) Confusion immunity: +95% Stamina when hit: +3.00 Equilibrium when hit: +2.90 Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 A cap made of leather. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +15 Str / +3 Dex / +5 Mag / +10 Wil Changes resistances penetration: +15% blight Changes damage: +9% blight Mental crit. chance: +11% See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 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 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 20 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire 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. |
![]() 0.00 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. |
![]() 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 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. |
![]() 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 641.78 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +25% fire / +33% temporal / +15% arcane / +15% mind Changes damage: +9% mind / +6% arcane Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to teleport randomly (rad 63), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Mad Paradox Mage the Cornac Paradox Mage level 40
76th Pyre 123rd year of Ascendancy at 05:26 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 39
43rd Pyre 123rd year of Ascendancy at 11:07 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 38
31st Pyre 123rd year of Ascendancy at 06:58 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 47
20th Dusk 123rd year of Ascendancy at 19:26 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 50
24th Regrowth 124th year of Ascendancy at 14:36 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 32
40th Regrowth 123rd year of Ascendancy at 17:20 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 44
14th Dusk 123rd year of Ascendancy at 01:51 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 11
51st Dusk 122nd year of Ascendancy at 19:03 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 42
9th Dusk 123rd year of Ascendancy at 22:51 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 32
42nd Regrowth 123rd year of Ascendancy at 02:12 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 50
36th Regrowth 124th year of Ascendancy at 15:03 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 26
2nd Allure 123rd year of Ascendancy at 01:03 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 40
63rd Pyre 123rd year of Ascendancy at 18:37 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 50
32nd Pyre 124th year of Ascendancy at 22:10 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 39
43rd Pyre 123rd year of Ascendancy at 10:47 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 10
43rd Dusk 122nd year of Ascendancy at 17:46 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 20
8th Haze 122nd year of Ascendancy at 14:35 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 30
22nd Regrowth 123rd year of Ascendancy at 13:03 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 40
63rd Pyre 123rd year of Ascendancy at 00:05 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 50
7th Haze 123rd year of Ascendancy at 22:01 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 50
29th Pyre 124th year of Ascendancy at 04:34 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 49
3rd Haze 123rd year of Ascendancy at 18:21 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 50
10th Pyre 124th year of Ascendancy at 19:06 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 21
31st Haze 122nd year of Ascendancy at 23:47 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 38
31st Pyre 123rd year of Ascendancy at 06:13 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 26
2nd Allure 123rd year of Ascendancy at 17:27 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 43
10th Dusk 123rd year of Ascendancy at 01:35 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 29
16th Regrowth 123rd year of Ascendancy at 02:42 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 10
44th Dusk 122nd year of Ascendancy at 11:10 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 39
43rd Pyre 123rd year of Ascendancy at 11:07 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 26
3rd Allure 123rd year of Ascendancy at 16:18 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 48
25th Dusk 123rd year of Ascendancy at 05:39 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 4
2nd Flare 122nd year of Ascendancy at 12:55 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 49
66th Dusk 123rd year of Ascendancy at 08:59 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 22
57th Haze 122nd year of Ascendancy at 11:17 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 16
68th Dusk 122nd year of Ascendancy at 00:35 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 50
38th Pyre 124th year of Ascendancy at 09:31 see stats
By Mad Paradox Mage the Cornac Paradox Mage level 37
30th Pyre 123rd year of Ascendancy at 11:45 see stats
Log
Mad Paradox Mage hits Something for 1 braided , 1 braided (2 total damage).
Mad Paradox Mage hits Golem (servant of Elandar) for 36 braided , 0 braided (37 total damage).
Mad Paradox Mage hits Something for 97 braided , 1 braided , 1 braided , 0 braided , 1 braided , 1 braided (101 total damage).
Mad Paradox Mage hits Argoniel for 36 braided , 97 braided , 0 braided , 0 braided (134 total damage).
Mad Paradox Mage hits Elandar for 97 braided , 0 braided (97 total damage).
Mad Paradox Mage casts Dimensional Step.
Mad Paradox Mage is out of phase.
Mad Paradox Mage emerges from a space-time rift!
You are unable to move!
Mad Paradox Mage uses Relentless Pursuit.
Mad Paradox Mage stops bleeding.
Mad Paradox Mage casts Induce Anomaly.
Casts Anomaly Swap.
You've moved to another time thread.
You are unable to move!
Mad Paradox Mage casts Gravity Spike.
Mad Paradox Mage casts Time Skip.
Mad Paradox Mage's spell attains critical power!
Argoniel resists!
Mad Paradox Mage hits Argoniel for 411 temporal damage.
Fire imp is not stunned anymore.
Decrepitude Disease from Argoniel hits Fire imp for 143 blight damage.
Mad Paradox Mage damages Something through the Braid!
Mad Paradox Mage hits Something for 87 braided , 87 braided (174 total damage).
Mad Paradox Mage hits Something for 87 braided damage.
Mad Paradox Mage's gravity area effect hits Argoniel for 43 physical damage.
Mad Paradox Mage's gravity area effect hits Elandar for 93 physical damage.
Elandar casts Flame.
Mad Paradox Mage shrugs off the effect 'Burning'!
Saving game...