











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 20 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by shivgoroth at level 10 on the 9th Mirth 122nd year of Ascendancy at 20:43 0 / 6Killed by elven elite warrior at level 13 on the 8th Flare 122nd year of Ascendancy at 15:12 Killed by worm that walks at level 15 on the 6th Dusk 122nd year of Ascendancy at 15:11 Killed by worm that walks at level 15 on the 6th Dusk 122nd year of Ascendancy at 21:48 Killed by worm that walks at level 15 on the 6th Dusk 122nd year of Ascendancy at 22:05 Killed by Islita the telugoroth at level 20 on the 45th Dusk 122nd year of Ascendancy at 06:06 |
Primary Stats
| Strength | 14 (base 16) |
| Dexterity | 30 (base 14) |
| Constitution | 19 (base 12) |
| Magic | 58 (base 45) |
| Willpower | 48 (base 22) |
| Cunning | 41 (base 20) |
Resources
| Life | -10/476 |
| Paradox | 359 |
| Healing Factor | 1.2791723257555 |
| Regeneration | 9.5298338268788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 34 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 15 |
| Accuracy | 34 |
| Crit Chance | 24% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Light | +21% |
| Temporal | +7% |
| Nature | +13% |
| Arcane | +3% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 7 |
| Physical Save | 35 |
| Spell Save | 31 |
| Mental Save | 31 |
Defense: Resistances
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 1%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Disarm Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 194 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by umbral horror. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. * '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.' | active |
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! | active |
Equipment
| On feet | Serpentclash (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 nature Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +5% light Changes damage: +3% nature Light radius: +3 A pair of boots made of leather. |
| Light source | brass lantern 'Gurin'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Damage when hit (Melee): 11 fire Changes stats: +2 Con Changes resistances: +1% physical / +6% fire Changes damage: +12% physical Light radius: +3 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 | Silenne the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +7 Wil Changes resistances: +28% light Changes damage: +15% light Physical save: +15 (+6 eff.) Mental save: +6 (+3 eff.) Cut immunity: +10% Maximum life: +60.00 Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
| On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
| On fingers | copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings make your fingers look great! |
| Around neck | vitalizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Life regen: +2.00 Maximum life: +35.00 Amulets make your neck look great! |
| In main hand | Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 31 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Around waist | Brightstake the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +10 Cun / +5 Dex Changes resistances: +5% arcane / +6% cold Changes resistances penetration: +10% mind Changes damage: +6% light Mental crit. chance: +6% A belt that goes around your waist. |
| In off hand | Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 158.56 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Beluseda the cashmere cloak (2 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +4 Mag / +7 Wil Physical save: +12 (+5 eff.) Spell save: +5 (+2 eff.) Stun/Freeze immunity: +10% Maximum life: +20.00 Maximum mana: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +16% lightning Life regen: +3.20 Stamina each turn: +0.60 A suit of armour made of leather. |
Inventory
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
surging ash starstaff of wizardry (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +10.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness A belt that goes around your waist. |
rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.30 to 108.90 lightning damage (72.60 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Getaroddahell the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +5 (+5 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances penetration: +5% physical Infravision radius: +4 See stealth: +5 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 35% and attempts to push all creatures other than yourself out of its radius, inflicting 8.35 light damage and 6.90 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
67 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Xerurina the Tidequake [power 200] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +15% cold Changes damage: +12% arcane / +6% cold It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Increase all damage by 14% for 2 turns. * Reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
soothing elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By parry the Shalore Paradox Mage level 16
14th Dusk 122nd year of Ascendancy at 02:40 see stats
Level 10
Got a character to level 10.By parry the Shalore Paradox Mage level 10
5th Mirth 122nd year of Ascendancy at 13:53 see stats
Level 20
Got a character to level 20.By parry the Shalore Paradox Mage level 20
44th Dusk 122nd year of Ascendancy at 15:29 see stats
The secret city
Discovered the truth about mages.By parry the Shalore Paradox Mage level 14
3rd Dusk 122nd year of Ascendancy at 17:53 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By parry the Shalore Paradox Mage level 19
44th Dusk 122nd year of Ascendancy at 05:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By parry the Shalore Paradox Mage level 17
22nd Dusk 122nd year of Ascendancy at 09:51 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By parry the Shalore Paradox Mage level 4
77th Pyre 122nd year of Ascendancy at 10:00 see stats
Log
Parry spins fate.
Something hits parry for 48 physical, 2 fire, 14 cold (65 total damage).
parry receives 38 healing from Temporal Restoration Field.
Parry starts to bleed.
Something hits parry for 77 physical, 2 fire, 14 cold (94 total damage).
Parry casts Rune: Shatter Afflictions.
Parry stops bleeding.
A shield forms around parry.
The fabric of time around parry returns to normal.
Parry recovers sight.
Parry shrugs off the effect 'Regression'!
Something hits parry for (21 absorbed), 0 temporal (0 total damage).
Your shield crumbles under the damage!
The shield around parry crumbles.
Something hits parry for (57 absorbed), 6 physical, 2 fire, 14 cold (23 total damage).
Islita the telugoroth shoots!
Islita the telugoroth's Shoot hits parry for 60 physical, 2 fire, 14 cold (77 total damage).
Islita the telugoroth shoots!
Parry is recovering from the damage!
Islita the telugoroth's Shoot hits parry for 59 physical, 2 fire, 14 cold (76 total damage).
Islita the telugoroth shoots!
Parry casts Dust to Dust.
parry hits Islita the telugoroth for 21 temporal, 58 physical (78 total damage).
Parry is pinned to the ground.
Islita the telugoroth's Shoot hits parry for 59 physical, 2 fire, 14 cold, 65 nature (141 total damage).
Islita the telugoroth shoots!
Islita the telugoroth's Shoot hits parry for 54 physical, 2 fire, 14 cold, 65 nature (136 total damage).
parry the level 20 shalore paradox mage was slimed to death by Islita the telugoroth and lost outside time on level 1 of Temporal Rift.





















































































