Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Opt-in Adventurers Parties 1.0.6Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ignore Race/Class Locks 1.0.6Modifies 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: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Arcanum Class Pack 1.1.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: New Gem Types 1.1.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Items Vault 1.1.2Donators/Buyers bonus! Doctornull's Class Pack 1.0.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Paradox Mage |
Level / Exp | 16 / 10% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 25 (base 23) |
Magic | 40 (base 37) |
Willpower | 40 (base 26) |
Cunning | 16 (base 11) |
Resources
Life | 539/539 |
Paradox | 275 |
Healing Factor | 1.2 |
Regeneration | 1.14 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +33.24758759489% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 17 |
Accuracy | 5 |
Crit Chance | 14% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 29.7 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Nature | +5% |
Temporal | +7% |
Acid | +10% |
Physical | +15% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Cold | +8% |
Defense: Base
Armour (hardiness) | 22 (50%) |
Defense | 27.841666666667 |
Ranged Defense | 28.841666666667 |
Fatigue | 1 |
Physical Save | 26.727069893032 |
Spell Save | 34.952069893032 |
Mental Save | 25.966666666667 |
Defense: Resistances
Lightning | + 27%( 70%) |
Cold | + 51%( 70%) |
Temporal | + 22%( 70%) |
Acid | + 19%( 70%) |
Physical | + 13%( 70%) |
Fire | + 6%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Poison Resistance | 20% |
Bleed Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 186 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Paradox | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Age Manipulation | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Chronomancy / Time Travel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Matter | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Carbon Spikes |
talent | Entropic Field |
talent | Chant of Fortitude |
talent | Energy Decomposition |
talent | Spacetime Tuning |
talent | Secrets of the Eternals |
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. | active |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade 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 failed to protect the lone alchemist from death by cave bear. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: +1% A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 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 | mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% lightning Changes damage: +11% lightning Psi each turn: +0.10 Mindpower: +3 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox failures(equivalent to willpower): +25 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping track 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 frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
On fingers | psionicist's copper ring of corrosion (+20%) psionicist's copper ring of corrosion (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% acid Changes damage: +10% acid Mental save: +4 Rings can have magical properties. |
Around waist | insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
In main hand | Runydir (15-18 power, 3 apr, physical damage) Runydir (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage against: +15% Horror / +10% Demon When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Defense: +6 Damage when the wearer hits(melee): 8 blinding light Damage when the wearer is hit: 8 physical Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 Spell crit. chance: +8% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 51.85 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Mag / +1 Wil Changes resistances: +10% cold 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 steel amulet of healing grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +40% Stun/Freeze immunity: +22% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 192 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
sun infusion (rad 6; power 21; turns 3; dispells darkness) sun infusion (rad 6; power 21; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure magical) wild infusion (resist 10%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 10% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune (range 42) teleportation rune (range 42)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 8; dur 16; see horror) vision rune of the titan (radius 8; dur 16; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 16) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any horror around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 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... |
Aerynor AerynorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid Changes resistances penetration: +5% arcane Changes damage: +12% acid Vim when firing critical spell: +2.00 Rings can have magical properties. |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +20 A belt that goes around your waist. |
woollen robe of chaos (0 def, 0 armour) woollen robe of chaos (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% physical / -7% arcane / +7% fire / -6% nature / -5% cold / +7% blight Changes resistances penetration: +5% physical / +7% fire / +5% blight Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% Gems can be sold for money or used in arcane rituals. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
6 verdite 6 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
5 small geode 5 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Glyph the Shalore Paradox Mage level 13
53rd Dusk 122nd year of Ascendancy at 00:38 see stats
By Glyph the Shalore Paradox Mage level 10
8th Dusk 122nd year of Ascendancy at 17:46 see stats
By Glyph the Shalore Paradox Mage level 8
5th Flare 122nd year of Ascendancy at 09:07 see stats
By Glyph the Shalore Paradox Mage level 4
77th Pyre 122nd year of Ascendancy at 23:28 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 90 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 76th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a way to the previous level here (press '' or right click to use).
Ran for 70 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
You feel very confident walking into this place.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 63 turns (stop reason: at exit).
Saving done.
There is a A path into the Old Forest here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Glyph deactivates Spacetime Tuning.