










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Weapon Schematics for Tinkers at Birth 1.5.5 Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Dwarven Adventurer 1.4.5This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Demented Classes for Embers of Rage 1.5.5Allows you to create Demented metaclass characters in the Embers of Rage campaign. You will still need to have the class unlocked, and requires completion of the 'all class types' unlock condition for EoR. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Custom Difficulty 1.5.10Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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:
Quick Drown NPCs AOE 1.5.10 Forbidden Cults 1.5.9Official 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 | Infinite |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 42 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 28 (base 11) |
| Dexterity | 10 (base 10) |
| Constitution | 37 (base 18) |
| Magic | 83 (base 60) |
| Willpower | 69 (base 60) |
| Cunning | 43 (base 36) |
Resources
| Life | 447/996 |
| Paradox | 426 |
| Healing Factor | 1.195652173913 |
| Regeneration | 1.0163043478261 |
Speed
| Mental | -3.9745984281581E-12% |
| Attack | -3.9745984281581E-12% |
| Movement | +24.53617204396% |
| Spell | -3.9745984281581E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 42.388749514228 |
| See Invisible | 50.388749514228 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 19 |
| Crit Chance | 24% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +3% |
| Temporal | +25% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 42.51790899283 (35.629139072848%) |
| Defense | 38 |
| Ranged Defense | 39 |
| Fatigue | 4 |
| Physical Save | 41 |
| Spell Save | 49 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 13%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 8%( 70%) |
| Mind | + 37%( 70%) |
| Lightning | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 62% |
| Poison Resistance | 15% |
| Blind Resistance | 93% |
| Silence Resistance | 40% |
| Bleed Resistance | 34% |
| Teleport Resistance | 25% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 450 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spellbinding | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Flux | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Adventure / Partner | 1.00 |
| 1/50 |
| 1/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
| Chronomancy / Fate Weaving | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Adventure Friendly Fire Disabler |
| talent | Matter Weaving |
| talent | Reality Smearing |
| talent | Disintegration |
| talent | Empower |
| talent | Energy Decomposition |
| talent | Contingency |
| talent | Gravity Locus |
| detrimental effect | The target is on fire, taking 50.93 fire damage per turn. Burning |
| beneficial effect | The time distortion has created a restoration field, healing the target for 4 each turn. Temporal Restoration Field |
| beneficial effect | The target is moving is 25% faster. 2 Celerity |
| beneficial effect | The target's accuracy and power have been increased by 15. 3 Fateweaver |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| detrimental effect | On death will restore to the source up to 6 times the vim's worth. Bleak Outcome |
| beneficial effect | The target's defense and saves have been increased by 15. 3 Spin |
| detrimental effect | Damage received in the past is returned as 9.08 paradox damage per turn. Reality Smearing |
Quests
Equipment
| On feet | pair of rough leather boots 'Xysewyn' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +2 Con Critical mult.: +6.00% Physical save: +3 (+1 eff.) Life regen: +0.60 Only die when reaching: -80.00 life Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
| Light source | Xuratha the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Changes stats: +4 Con Changes resistances penetration: +15% physical Psi when hit: +0.28 Maximum life: +61.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Issichik the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +7 Mag / +3 Wil / +4 Con Changes resistances: +6% blight Mental save: +6 (+1 eff.) Silence immunity: +20% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prismreign the elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% mind / +3% light Poison immunity: +10% Stun/Freeze immunity: +45% It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Dralathanik the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +9% temporal / +1% physical / +3% mind / +3% light Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Blindness immunity: +15% Silence immunity: +20% Rings can have magical properties. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind * 20% chance to disease Changes resistances: +3% blight Mental save: +17 (+4 eff.) Blindness immunity: +28% Confusion immunity: +62% Light radius: +2 Infravision radius: +4 See stealth: +11 See invisible: +13 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | rough leather belt 'Darkwake'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes damage: +12% darkness Spell save: +9 (+3 eff.) Blindness immunity: +25% Poison immunity: +5% Only die when reaching: -40.00 life Size category: +1 A belt that goes around your waist. |
| In main hand | Samofang the elven-wood vilestaff (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +5 Mag / +5 Cun / +5 Con Changes damage: +25% temporal Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +22.00% Mana each turn: +5.20 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Maximum neg.energy: +36.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +4% Light radius: +2 See invisible: +6 Talent on hit(spell): Lightning (25% chance level 5). It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Isutta (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Mag Changes resistances: +5% arcane / +15% mind / +6% darkness / +6% light Physical save: +9 (+3 eff.) Mental save: +30 (+7 eff.) Blindness immunity: +10% Teleport immunity: +25% Only die when reaching: -80.00 life Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 84.80 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Borogarach the drakeskin leather armour (8 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +22 (+7 eff.) Armour: +8 Defense: +8 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Mag / +6 Wil Changes resistances: +23% acid / +3% temporal / +8% mind / +16% lightning Mental save: +20 (+5 eff.) Blindness immunity: +15% Pinning immunity: +30% Stun/Freeze immunity: +5% Spellpower: +22 (+5 eff.) Spell crit. chance: +7% Mindpower: +15 (+5 eff.) Mental crit. chance: +8% A suit of armour made of leather. |
| Cloak | cashmere cloak 'Flashjustice' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +4 Con Changes damage: +3% light / +9% mind Physical save: +9 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +54 (+12 eff.) Maximum life: +60.00 Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
Kindlesweeper the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +11% temporal / +18% nature Changes resistances penetration: +25% light Pinning immunity: +23% Knockback immunity: +24% Light radius: +2 Amulets can have magical properties. |
Zubilrasekira the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +3 Str / +1 Dex Critical mult.: +19.00% Maximum life: +20.00 Amulets can have magical properties. |
Zanatir the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +4 Mag Changes damage: +21% arcane Spell save: +14 (+4 eff.) Vim when firing critical spell: +2.00 Spellpower: +16 (+4 eff.) Rings can have magical properties. |
savior's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Rings can have magical properties. |
savior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
steel ring 'Ashpiercer'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +8 Cun / +5 Wil Changes resistances: +6% fire Maximum encumbrance: +26 Maximum life: +30.00 Mindpower: +6 (+2 eff.) Healing mod.: +10% Rings can have magical properties. |
stralite ring 'Furnacejam'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +21 (+7 eff.) Changes stats: +9 Str / +3 Wil / +6 Con Changes damage: +3% fire / +6% all Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +32% Spellpower: +13 (+3 eff.) Mindpower: +17 (+6 eff.) Mental crit. chance: +5% Infravision radius: +5 See stealth: +21 See invisible: +12 Rings can have magical properties. |
EmanorPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +3% blight / +3% physical / +6% mind Silence immunity: +10% Teleport immunity: +5% Spell crit. chance: +4% A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +2 Str / +1 Con Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorobeth the silk robe (3 def, 4 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +3 Mag / +4 Wil / +3 Cun Changes resistances: +9% lightning / +21% cold Changes damage: +14% cold / +7% light / +13% darkness Reduces incoming crit damage: 10.00% Spell save: +10 (+3 eff.) Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Silence immunity: +53% Pinning immunity: +15% Life regen: +8.00 Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +17 (+4 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Toroyathad' (12 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Str / +10 Con Changes resistances: +2% physical Physical save: +20 (+7 eff.) Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather gloves 'Unlightvalor' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +1 Str / +14 Mag / +1 Cun Changes resistances: +6% darkness Changes damage: +14% arcane Mana each turn: +0.19 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Infravision radius: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Beterin' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +5 Changes stats: +5 Con / +4 Mag Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Emyldatta (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +7 Wil / +5 Con Critical mult.: +10.00% Physical save: +12 (+4 eff.) Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Issildil the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag Changes resistances: +6% blight / +2% physical / +11% mind / +6% darkness Changes resistances penetration: +15% arcane Changes damage: +9% mind Physical save: +11 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+3 eff.) Cut immunity: +10% Mana each turn: +1.20 Mana when hit: +1.80 Maximum mana: +62.00 Maximum psi: +15.00 Spellpower: +7 (+1 eff.) Mindpower: +7 (+3 eff.) Mental crit. chance: +3% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Zanyderek (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Changes stats: +6 Lck / +8 Con Changes resistances: +6% nature / +6% temporal Physical save: +20 (+7 eff.) Silence immunity: +10% Spell crit. chance: +3% Mental crit. chance: +3% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Getatosin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +9 Cun / +4 Con Psi when hit: +0.12 Infravision radius: +2 A cap made of leather. |
Sunstreak (1 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +1 Mag / +1 Wil / +1 Cun / +4 Con Changes resistances: +5% mind Changes damage: +6% fire Mental save: +11 (+3 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 A suit of armour made of leather. |
Ivoma (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% mind Changes resistances penetration: +10% blight Changes damage: +6% mind / +12% blight Spell save: +12 (+4 eff.) Spell crit. chance: +4% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Olerab' (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Changes stats: +2 Str Changes resistances: +9% nature Changes damage: +15% mind Spell save: +30 (+10 eff.) Blindness immunity: +15% Disarm immunity: +20% Stun/Freeze immunity: +10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elolle [power 35] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str / +3 Dex Talent granted: +3 Telekinetic Blast Poison immunity: +10% Stun/Freeze immunity: +30% It can be used to teleport randomly (rad 35), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 87 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
Log
Loyal Cornac Paradox Mage converts damage to paradox!
Xerythra the barrow wight's glacial vapour area effect hits Loyal Cornac Paradox Mage for (6 dissipated), (4 converted), 9 cold (9 total damage).
Adakira the skeleton magus survived the attenuation.
Adakira the skeleton magus casts Flame.
Loyal Cornac Paradox Mage is on fire!
Loyal Cornac Paradox Mage converts damage to paradox!
Adakira the skeleton magus hits Loyal Cornac Paradox Mage for (35 dissipated), (32 converted), 75 fire (75 total damage).
Something strikes out at Loyal Cornac Paradox Mage with his blindingly bright sword!
Loyal Cornac Paradox Mage converts damage to paradox!
Something steals life from Adakira the skeleton magus!
Something steals life from Loyal Cornac Paradox Mage!
Burning from Adakira the skeleton magus hits Loyal Cornac Paradox Mage for (14 dissipated), (10 converted), 23 fire (23 total damage).
Adakira the skeleton magus hits Something for 103 healing, 18 healing, 9 healing, 3 healing (0 total damage) [133 healing].
Loyal Cornac Paradox Mage hits Something for 58 healing, 14 healing, 7 healing, 7 healing (0 total damage) [85 healing].
Something hits Loyal Cornac Paradox Mage for (35 dissipated), (29 converted), 67 light, (10 dissipated), (7 converted), 16 physical, (5 dissipated), (3 converted), 8 lightning, (5 dissipated), (3 converted), 8 light (99 total damage).
Something hits Adakira the skeleton magus for 171 light, 29 physical, 14 lightning, 6 light (221 total damage).
Loyal Cornac Paradox Mage receives 4 healing from Temporal Restoration Field.
Loyal Cornac Paradox Mage deactivates Energy Decomposition.
Loyal Cornac Paradox Mage is no longer surging arcane power.
Loyal Cornac Paradox Mage deactivates Gravity Locus.
Loyal Cornac Paradox Mage stops burning.
Loyal Cornac Paradox Mage deactivates Empower.
Loyal Cornac Paradox Mage deactivates Reality Smearing.
Loyal Cornac Paradox Mage deactivates Disintegration.
Loyal Cornac Paradox Mage stops spinning fate.
Loyal Cornac Paradox Mage deactivates Matter Weaving.
Loyal Cornac Paradox Mage stops weaving fate.
Loyal Cornac Paradox Mage deactivates Adventure Friendly Fire Disabler.
Loyal Cornac Paradox Mage deactivates Contingency.





















































































