











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 29 / 87% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 71 (base 60) |
| Willpower | 71 (base 54) |
| Cunning | 22 (base 10) |
Resources
| Life | 792/792 |
| Paradox | 440 |
| Healing Factor | 1.2024166372474 |
| Regeneration | 7.5151039827962 |
Speed
| Mental | +6.1340430109892% |
| Attack | +6.1340430109892% |
| Movement | -2.2204460492503E-14% |
| Spell | +6.1340430109892% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 19 |
| Crit Chance | 9% |
| APR | 11 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 13% |
| Speed | 0.94220475507228 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 5% |
| Speed | 0.94220475507228 |
Offense: Damage Bonus
| Darkness | +32% |
| Light | +47% |
| Temporal | +32% |
| Physical | +32% |
| Acid | +15% |
| All | +12% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +20% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 49.570869801515 (45%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 2 |
| Physical Save | 38 |
| Spell Save | 51 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 46%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 57%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 32%( 70%) |
| Darkness | + 37%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 45% |
| Bleed Resistance | 45% |
| Confusion Resistance | 20% |
| Stun Resistance | 88% |
| Silence Resistance | 90% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 613% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 75 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 292 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Reality Smearing |
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Chant of Fortress |
| beneficial effect | Increases attack, spell, and mind speed by 6%. 1 Time Dilation |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 16, and granting a 3% chance to ignore critical hits. Precognition |
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 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. | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Silugaba the fox. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by ParadoxZ. Escort: worried loremaster (level 3 of Scintillating Caves) | 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. | active |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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: * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. * You've found the needed giant spider spinneret. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. 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.' * You've found the needed sandworm tooth. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within6 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 | Splendourbiter (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% arcane +6% cold Mind.save +9 (+3 eff.) Die.at -40.00 life HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Fuletodur'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% darkness Crit.dmg- 15.00% Mind.save +9 (+3 eff.) Max.HP +60.00 ---------- misc Light +3 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Turorach (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Str +2 Con dps ---------- Melee Ret 10 acid ----- def ----- Defense +1 (+1 eff.) Resists +18% light +6% acid Die.at -80.00 life A pointy cloth hat, very wizardly... |
| Tool | Duskstalker the yew totem of healing [power 248] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +5 Wil Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown Cleanse 1 disease/wound/poison. Increase 2 buffs' duration by 2. Gain 20% evasion for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel citrine ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +13% acid +10% fire +12% lightning +16% cold ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
| On fingers | Cyrulevena0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +5 Dex +1 Con ----- def ----- Resists +3% nature Crit.dmg- 15.00% Spell.save +12 (+4 eff.) HP.reg +4.00 Confus- +20% Stun/Frz- +21% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +17% Summoned Mind.save +6 (+2 eff.) Max.HP +45.00 A belt that goes around your waist. |
| In main hand | Lustrepunish (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +8% Spell.pwr +14 (+5 eff.) Dmg.mod +20% physical +20% temporal ----- def ----- Resists +10% physical +10% temporal +10% light +10% darkness Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff This staff offers 20% bonus, 10% resistance to light, darkness, temporal, physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Isuwyn the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Resists +3% temporal +3% cold Phys.save +14 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +100.00 Heal.mod +10% Silence- +20% Disarm- +45% Unarmed combat: Power 114% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd 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. |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | Boltsweeper the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) Resists +9% acid +12% lightning Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Silawe the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +15% lightning +12% darkness Silence- +20% Stun/Frz- +22% Knockbk- +10% Teleport- +20% Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 485%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 485% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the wizard (power 21; resist 38%; move 45%; dur 5; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 45% faster, and you are invisible (power 21). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mayerivena0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% acid +11% temporal Pinning- +21% Knockbk- +23% Amulets make your neck look great! |
starlit copper amulet of strength (+3) =str3=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% light +10% darkness Blind- +23% Amulets make your neck look great! |
Zubymima the Obsidianborn =blight res=0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 4 blight ----- def ----- Resists +15% blight +11% light +14% darkness Blind- +27% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Amulets make your neck look great! |
clarifying steel amulet of mastery (0.15 Chronomancy / Speed Control)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% mind Confus- +20% ---------- misc Masteries +0.15 Chronomancy/Speed Control Amulets make your neck look great! |
starseer's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +5% temporal +5% physical Amulets make your neck look great! |
Torchravage the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +8 Str dps ---------- Crit.mult +5.00% ----- def ----- Armour +4 Resists +3% fire Mind.save +7 (+2 eff.) Confus- +25% Rings make your fingers look great! |
Urthydig =5dex=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Melee Ret 2 mind ----- def ----- Resists +6% blight +9% nature Confus- +20% Rings make your fingers look great! |
copper ring 'Brandmonster' =Fres=0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 4 arcane ----- def ----- Resists +30% fire Mind.save +7 (+2 eff.) Confus- +22% Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of lightning (+20%) =3con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +20% lightning Phys.save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
conjurer's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Rings make your fingers look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +12 (+4 eff.) Rings make your fingers look great! |
conjurer's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+3 eff.) ----- def ----- Resists +24% darkness Rings make your fingers look great! |
ash magestaff 'Gloridhena' (111% power, 3 apr, cold element) =28def=5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) ----- def ----- Defense +28 (+12 eff.) Resists +9% cold +3% fire Spell.save +12 (+4 eff.) Die.at -40.00 life Knockbk- +20% ---------- misc Light +3 Talents +1 Command Staff This staff offers 15% bonus to cold damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 156.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
steel greatsword 'Erelorelach' (129% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Nature Power 130% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag ----- def ----- Resists +5% arcane +2% physical Phys.save +6 (+2 eff.) Mind.save +18 (+6 eff.) Die.at -80.00 life Blind- +20% Massive two-handed swords. |
dwarven-steel waraxe 'Balerachak' (119% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Nature/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +5 Dex +5 Mag +4 Wil +9 Cun +6 Con ----- def ----- Armour +2 Resists +2% physical Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
Medar the steel dagger (108% power, 6 apr) =8con=1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Power 108% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +8 Con dps ---------- Res.pen +10% physical ----- def ----- Max.HP +10.00 Disarm- +10% Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Shantiz the Stormblade (111% power, 20 apr) =20dex=1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Fulurelar the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: ----- def ----- Resists +24% acid +9% all Phys.save +6 (+2 eff.) Die.at -80.00 life Max.HP +40.00 Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% physical ----- def ----- Resists +12% acid +12% physical +11% fire +13% cold +11% all ---------- misc Max.mana +18.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding rough leather belt of unlife =undead=1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% blight +6% temporal +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour) =def=2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
undeterred pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +1 Silence- +22% Confus- +23% Stun/Frz- +22% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Aerosta the Flowerobsidian (0 def, 3 armour) =4str 3dex=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Dex +4 Cun ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Furnacehunt (0 def, 3 armour) =9str=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Str ----- def ----- Armour +3 Fatigue +2% Resists +12% fire +6% light +6% cold HP.reg +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Neronor' (0 def, 4 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +4 Resists +3% temporal +8% light +4% arcane Crit.dmg- 5.00% Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +25% Pinning- +20% Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Bethyldawe' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +13 Mag +7 Wil +5 Con dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +15% acid A pointy cloth hat, very wizardly... |
Frostreek the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +8 Dex dps ---------- Res.pen +15% physical ----- def ----- Armour +1 Fatigue +1% Resists +7% fire +7% cold ---------- misc Infravis +3 See.Invis +12 A cap made of leather. |
Gigorn the rough leather cap (0 def, 1 armour) =6str6dex=2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex +4 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +4 Melee Ret 4 blight ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +2.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 33.7 Physical damage. If the attack hits, the target is confused (28% 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. |
Snowwrither (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Defense +6 (+3 eff.) Resists +16% nature +6% physical A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) =5 str 5 con=3.0 T2 head armor Reqs Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Spell.crit +1% Dmg.mod +2% all Item imbue powers: Spell.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Spell.crit +2% Dmg.mod +4% all Item imbue powers: Spell.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Spell.crit +3% Dmg.mod +6% all Item imbue powers: Spell.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
482 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blindvortex the brass lantern2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% blight +9% darkness Mind.save +6 (+2 eff.) ---------- misc Light +6 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Glitterknight [power 200] (15 cooldown) =def=2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +20 (+9 eff.) Resists +15% cold Crit.dmg- 10.00% Phys.save +6 (+2 eff.) Heal.mod +20% ---------- misc Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 44 lightning damage and will be dazed for 1 turn (224 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ParadoxZ the Cornac Paradox Mage level 20
60th Dusk 122nd year of Ascendancy at 19:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ParadoxZ the Cornac Paradox Mage level 21
76th Dusk 122nd year of Ascendancy at 22:12 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By ParadoxZ the Cornac Paradox Mage level 27
47th Haze 122nd year of Ascendancy at 01:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ParadoxZ the Cornac Paradox Mage level 10
1st Flare 122nd year of Ascendancy at 07:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ParadoxZ the Cornac Paradox Mage level 20
53rd Dusk 122nd year of Ascendancy at 07:30 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By ParadoxZ the Cornac Paradox Mage level 26
26th Haze 122nd year of Ascendancy at 21:43 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By ParadoxZ the Cornac Paradox Mage level 27
48th Haze 122nd year of Ascendancy at 01:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ParadoxZ the Cornac Paradox Mage level 10
1st Flare 122nd year of Ascendancy at 07:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ParadoxZ the Cornac Paradox Mage level 18
46th Dusk 122nd year of Ascendancy at 10:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ParadoxZ the Cornac Paradox Mage level 26
7th Haze 122nd year of Ascendancy at 20:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ParadoxZ the Cornac Paradox Mage level 17
43rd Dusk 122nd year of Ascendancy at 14:47 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By ParadoxZ the Cornac Paradox Mage level 6
78th Pyre 122nd year of Ascendancy at 00:04 see stats
Log
ParadoxZ shrugs off the effect 'Slow'!
ParadoxZ converts damage to paradox!
Ce'Nanor the corrupted acidic digestor's caustic mire area effect hits ParadoxZ for (11 dissipated), (8 converted), 18 acid (18 total damage).
ParadoxZ speeds up.
ParadoxZ receives 54 healing from Temporal Restoration Field.
Talent Webs of Fate is ready to use.
Talent Precognition is ready to use.
Talent Seal Fate is ready to use.
Talent Induce Anomaly is ready to use.
ParadoxZ receives 54 healing from Temporal Restoration Field.
ParadoxZ picks up (q.): steel greatsword 'Erelorelach' (129% power, 2 apr).
ParadoxZ picks up (E.): Frostreek the rough leather cap (0 def, 1 armour).
ParadoxZ picks up (b.): ethereal rune of the wizard (power 21; resist 38%; move 45%; dur 5; cd 21).
ParadoxZ picks up (H.): Snowwrither (6 def, 0 armour).
ParadoxZ picks up (h.): Torchravage the copper ring.
The fabric of time around ParadoxZ returns to normal.
Talent Time Shield is ready to use.
You can feel tremors in the tentacle.. A gastric wave is coming!
Reality around ParadoxZ is coherent again.
ParadoxZ stops spinning fate.
ParadoxZ stops weaving fate.
Talent Hidden Resources is ready to use.
ParadoxZ casts Precognition.
Talent Temporal Reprieve is ready to use.





































































































