Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Exploration |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 26 / 50% |
Size | medium |
Lifes / Deaths | Killed by Nerona the white wolf at level 6 on the 2nd Mirth 122nd year of Ascendancy at 00:42 / 6Killed by elven corruptor at level 13 on the 19th Dusk 122nd year of Ascendancy at 05:03 Killed by Bandit Leader Layovena at level 18 on the 58th Haze 122nd year of Ascendancy at 17:40 Killed by Bandit Leader Layovena at level 18 on the 58th Haze 122nd year of Ascendancy at 19:33 Killed by Lakra at level 23 on the 79th Haze 122nd year of Ascendancy at 22:57 Killed by Manra the wretchling at level 26 on the 2nd Regrowth 123rd year of Ascendancy at 06:07 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 15 (base 10) |
Constitution | 27 (base 21) |
Magic | 64 (base 54) |
Willpower | 51 (base 42) |
Cunning | 17 (base 10) |
Resources
Life | 610/610 |
Paradox | 300 |
Healing Factor | 1.1386945338482 |
Regeneration | 0.28467363346205 |
Speed
Mental | -1.4743761767022E-11% |
Attack | -1.4743761767022E-11% |
Movement | +3.9079850466806E-12% |
Spell | -1.4743761767022E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
Offense: Mainhand
Damage | 29 |
Accuracy | 15 |
Crit Chance | 9% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 23% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 3% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Acid | +12% |
Nature | +9% |
Temporal | +35% |
Darkness | +8% |
Fire | +12% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +45% |
Temporal | +46% |
Fire | +40% |
Cold | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 35.075909892576 (43.579428603723%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 14 |
Physical Save | 19 |
Spell Save | 30 |
Mental Save | 21 |
Defense: Resistances
Darkness | + 64%( 70%) |
Acid | + 21%( 70%) |
Light | + 21%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 6%( 70%) |
Physical | + 5%( 70%) |
Fire | + 26%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 64% |
Bleed Resistance | 15% |
Disarm Resistance | 47% |
Knockback Resistance | 46% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 247 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 417% 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. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Flux | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Reality Smearing |
talent | Contingency |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Lakra. Escort: temporal explorer (level 3 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 green worm. * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 |
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 within4 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 | blood-soaked pair of iron boots of void walking (0 def, 3 armour) blood-soaked pair of iron boots of void walking (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore resists +10% darkness +11% temporal Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +11% darkness +13% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Burnviper Burnviper1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Mag +4 Cun +4 Con offense ------ Ignore resists +15% fire defense ------ Resistance +15% fire Life +45.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Delyntir the Searonslaught (1 def, 10 armour) Delyntir the Searonslaught (1 def, 10 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid +12% fire defense ------ Armor +10 Defense +1 (+0 eff.) Resistance +18% acid +2% physical +9% fire Pinning Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
Tool | Shard of Crystalized Time Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil offense ------ Damage +7% temporal defense ------ Defense +5 (+2 eff.) Anomaly Control +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 | Gunogen the Tundrapain Gunogen the Tundrapain0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Wil offense ------ Ignore resists +5% cold defense ------ Resistance +3% darkness Life +21.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +21% other ------- Psi when Hit +0.04 Rings make your fingers look great! |
On fingers | marksman's steel ring of tenacity marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+5 eff.) defense ------ Life +24.00 Disarm Resist +25% Pinning Resist +24% Knockbk Resist +25% Rings make your fingers look great! |
Around waist | rough leather belt 'Arigund' rough leather belt 'Arigund'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Str +1 Dex offense ------ When Hit 2 temporal defense ------ Resistance +6% light +5% darkness Crit Resistance 15.00% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
In main hand | yew starstaff 'Moldbutcher' (20-24 power, 4 apr, temporal element) yew starstaff 'Moldbutcher' (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +13.00% Spellpower +9 (+3 eff.) Damage +15% cold +9% nature +20% temporal Ignore Shields +20% other ------- Vim-on-crit +2.00 Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Aeriregochik the steel mail armour (2 def, 6 armour) Aeriregochik the steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Arcane While equipped: Stats +2 Cun +3 Str offense ------ Spell Crit +3% When Hit 10 blight defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% light +12% darkness Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.04 Light +2 A suit of armour made of mail. |
Cloak | linen cloak 'Ivotta' (16 def, 0 armour) linen cloak 'Ivotta' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +16 (+5 eff.) Resistance +3% blight +9% darkness Physical save +3 (+2 eff.) Unlife -20.00 life Stun Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
wild infusion of the sneak (res 21%; physical; dur 3; cd 10) wild infusion of the sneak (res 21%; physical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Rune of the Rift (354.00 temporal damage, removed from time 4 turns) Rune of the Rift (354.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 477.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 178; dur 4; cd 18) shielding rune (absorb 178; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 178 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 208; dur 4; cd 18) shielding rune of the duelist (absorb 208; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
grounding steel amulet of mastery (0.11 Chronomancy / Speed Control) grounding steel amulet of mastery (0.11 Chronomancy / Speed Control)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +24% other ------- Masteries +0.11 Chronomancy/Speed Control Amulets make your neck look great! |
serendipitous gold amulet serendipitous gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck offense ------ Accuracy +8 (+6 eff.) defense ------ Defense +6 (+2 eff.) Resist unseen 13% Amulets make your neck look great! |
archmage's stralite amulet of magic (+9) archmage's stralite amulet of magic (+9)0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +9 Mag offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +6% acid +5% fire +5% cold +5% lightning Amulets make your neck look great! |
gold ring of luminosity gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 18 light On-Ranged-Hit 14 light Damage +13% light Rings make your fingers look great! |
painweaver's gold ring painweaver's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +7 (+4 eff.) Spellpower +11 (+4 eff.) Mindpower +11 (+5 eff.) Damage +5% all Rings make your fingers look great! |
wizard's gold ring of sensing wizard's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +10 See Invisibility +11 Rings make your fingers look great! |
Velulradawen the Obsidianquill Velulradawen the Obsidianquill0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +4 Mag offense ------ Spellpower +10 (+4 eff.) On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +3% darkness Physical save +6 (+3 eff.) Cut Resist +20% Pinning Resist +20% Rings make your fingers look great! |
dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +10% blight +12% darkness +12% mind +9% all Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +24 (+12 eff.) Life +43.00 Life Regen +2.30 Healmod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant rough leather armour of command (8 def, 6 armour) radiant rough leather armour of command (8 def, 6 armour)9.0 Encumbrance T1 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +1 Wil defense ------ Armor +6 Defense +8 (+3 eff.) Fatigue +6% Resistance +11% blight +11% darkness Mind save +12 (+6 eff.) other ------- Light +1 A suit of armour made of leather. |
troll-hide rough leather armour of lightning resistance (3 def, 2 armour) troll-hide rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning Life +30.00 Life Regen +3.20 Healmod +11% A suit of armour made of leather. |
radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) radiant dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% blight +15% darkness Life +31.00 Life Regen +1.00 Healmod +12% other ------- Light +1 A suit of armour made of mail. |
restorative pair of hardened leather boots of evasion (7 def, 3 armour) restorative pair of hardened leather boots of evasion (7 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: defense ------ Armor +3 Defense +7 (+2 eff.) Life Regen +3.00 Healmod +13% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 80.92 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
defender's iron helm (4 def, 8 armour) defender's iron helm (4 def, 8 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +5% Resistance +3% all Physical save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's iron helm (0 def, 3 armour) leafwalker's iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% nature Spell save +4 (+2 eff.) Life +41.00 Healmod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.0 Encumbrance 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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
12 ametrine 12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon 13 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.0 Encumbrance 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. |
7 topaz 7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
48 alchemist agate 48 alchemist agate0.0 Encumbrance 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. |
Unlightvenom the brass lantern Unlightvenom the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Mind Crit +3% Physical Power +5 (+3 eff.) defense ------ Defense +20 (+7 eff.) Resistance +3% darkness Mind save +6 (+3 eff.) other ------- Stamina/turn +1.00 Light +3 See Stealth +7 See Invisibility +5 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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 Annulment (1/1) Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 114% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
Persistent Will Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
By Lakra the Cornac Paradox Mage level 15
35th Dusk 122nd year of Ascendancy at 19:18 see stats
By Lakra the Cornac Paradox Mage level 19
59th Haze 122nd year of Ascendancy at 23:23 see stats
By Lakra the Cornac Paradox Mage level 10
5th Mirth 122nd year of Ascendancy at 21:26 see stats
By Lakra the Cornac Paradox Mage level 20
61st Haze 122nd year of Ascendancy at 01:44 see stats
By Lakra the Cornac Paradox Mage level 21
68th Haze 122nd year of Ascendancy at 11:06 see stats
By Lakra the Cornac Paradox Mage level 20
66th Haze 122nd year of Ascendancy at 11:16 see stats
By Lakra the Cornac Paradox Mage level 11
8th Dusk 122nd year of Ascendancy at 11:14 see stats
By Lakra the Cornac Paradox Mage level 15
47th Dusk 122nd year of Ascendancy at 15:19 see stats
By Lakra the Cornac Paradox Mage level 19
60th Haze 122nd year of Ascendancy at 19:39 see stats
By Lakra the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 16:12 see stats
Log
Lakra the level 26 cornac paradox mage was blasted to death by Manra the wretchling on level 2 of Dark crypt.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Manra the wretchling's aether beam killed Lakra!
Saving game...
Resting starts...
Talent Attenuate is ready to use.
Talent Dust to Dust is ready to use.
Talent Energy Absorption is ready to use.
Talent Stop is ready to use.
Talent Webs of Fate is ready to use.
Talent Matter Weaving is ready to use.
Talent Reality Smearing is ready to use.
Talent Energy Decomposition is ready to use.
Talent Rune: Shielding is ready to use.
Talent Contingency is ready to use.
Rested for 50 turns (stop reason: all resources and life at maximum).
Saving done.
Lakra activates Contingency.
Lakra activates Matter Weaving.
Lakra activates Energy Decomposition.
Lakra activates Reality Smearing.
You are sent back to the material plane!
Saving game...
Saving done.