










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 50 / 1626% |
Size | medium |
Lifes / Deaths | Killed by Doomed Shade of Amogus at level 46 on the 16th Haze 123rd year of Ascendancy at 13:01 / 1 |
Primary Stats
Strength | 29 (base 15) |
Dexterity | 35 (base 17) |
Constitution | 99 (base 60) |
Magic | 106 (base 62) |
Willpower | 84 (base 64) |
Cunning | 45 (base 18) |
Resources
Life | 1334/1334 |
Paradox | 326 |
Healing Factor | 1.4262863033206 |
Regeneration | 18.042521737006 |
Speed
Mental | -8.9483975784788E-12% |
Attack | -8.9483975784788E-12% |
Movement | +36.80425806594% |
Spell | -8.9483975784788E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
See Stealth | 10 |
See Invisible | 12 |
Offense: Mainhand
Damage | 47 |
Accuracy | 35 |
Crit Chance | 18% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 44% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 18% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Blight | +21% |
Arcane | +38% |
Cold | +16% |
All | +12% |
Lightning | +16% |
Light | +47% |
Temporal | +72% |
Physical | +51% |
Fire | +16% |
Darkness | +22% |
Offense: Damage Penetration
Physical | +45% |
Temporal | +65% |
Blight | +40% |
Arcane | +35% |
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 61.132266574656 (50.65183292883%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 55 |
Mental Save | 43 |
Defense: Resistances
Physical | + 46%( 70%) |
Lightning | + 36%( 70%) |
Light | + 36%( 70%) |
Temporal | + 39%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 42%( 70%) |
Darkness | + 43%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Silence Resistance | 67% |
Bleed Resistance | 50% |
Confusion Resistance | 77% |
Disarm Resistance | 41% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Willpower 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 mental effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 270 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Chant of Fortress |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by devourer. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by worm that walks. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1533. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+3 eff.) Silence immunity: +37% Confusion immunity: +41% Stun/Freeze immunity: +41% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% darkness Changes damage: +10% light Damage affinity(heal): +5% light Blindness immunity: +29% Confusion immunity: +23% Light radius: +10 See stealth: +10 See invisible: +12 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 276.94 light damage. At talent level 3 you gain 36% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +2 Con Changes damage: +10% temporal / +10% light / +15% physical / +11% arcane / +10% darkness Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +5% mind Mental save: +15 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 347 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 22% for 2 turns. * Gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+7 eff.) Armour penetration: +14 Defense: +16 (+4 eff.) Damage (Melee): 40 light Damage (Ranged): 26 light Changes stats: +6 Mag Changes resistances penetration: +15% blight Changes damage: +15% light Stun/Freeze immunity: +33% Life regen: +8.00 Mana each turn: +0.12 Maximum mana: +80.00 Spell crit. chance: +1% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 291.53 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +7% blight Damage against: +19% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +13 Con Changes resistances: +6% lightning Changes damage: +30% temporal Talent granted: +1 Command Staff Life regen: +3.40 Maximum hate: +4.00 Spellpower: +34 (+7 eff.) Spell crit. chance: +5% Mindpower: +30 (+8 eff.) Mental crit. chance: +4% Light radius: +5 Healing mod.: +43% 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 and deals 149.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +2 Con Physical save: +21 (+6 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +41% Mana each turn: +0.16 Spellpower: +7 (+1 eff.) Spell crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+5 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.3 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Dex / +6 Mag / +5 Wil / +7 Cun Changes resistances penetration: +20% temporal Changes damage: +9% blight Spell save: +12 (+4 eff.) Spell crit. chance: +9% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 33 Damage when hit (Melee): 2 light Changes stats: +4 Con / +3 Wil Changes resistances: +12% blight / +6% light Physical save: +24 (+7 eff.) Spell save: +14 (+5 eff.) Mental save: +23 (+8 eff.) Confusion immunity: +13% Life regen: +3.00 Maximum life: +30.00 Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 271 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -740 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 740 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 798% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 668 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+6 eff.) Changes damage: +5% all Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 33 Travel speed: +200% Damage (Ranged): +17 acid / +8 blight / +16 fire / +8 cold Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +8 cold When wielded/worn: Changes stats: +5 Cun Changes resistances: +9% blight Changes damage: +9% acid / +12% fire Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 171/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+9 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +5 Dex / +8 Mag / +8 Wil / +5 Cun Spell crit. chance: +5% Mental crit. chance: +9% A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil / +9 Mag Mental save: +5 (+2 eff.) Mana each turn: +0.41 Maximum life: +73.00 Maximum mana: +60.00 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Wil / +6 Mag Mental save: +8 (+3 eff.) Mana each turn: +0.31 Maximum life: +61.00 Maximum mana: +38.00 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 57 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +3 Dex / +4 Con Changes resistances: +19% darkness / +16% temporal Talent mastery: +0.40 Technique / Combat training Spell save: +7 (+3 eff.) Stamina each turn: +0.80 Defense after a teleport: +22 Resist all after a teleport: +12% New effects duration reduction after a teleport: +20% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Wil Changes resistances: +18% darkness / +21% temporal Changes resistances penetration: +15% darkness / +12% temporal Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +14 (+5 eff.) Defense after a teleport: +17 Resist all after a teleport: +13% New effects duration reduction after a teleport: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 62% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% mind / +6% nature Changes damage: +13% mind / +9% temporal Mana each turn: +0.15 Equilibrium when hit: +2.00 Psi when hit: +1.00 Hate when hit: +0.90 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 184.81 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-7 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+6 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 100.56 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 42.46 cold damage and 55.27 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Amogus the Cornac Paradox Mage level 32
31st Regrowth 123rd year of Ascendancy at 15:32 see stats
By Amogus the Cornac Paradox Mage level 47
22nd Haze 123rd year of Ascendancy at 05:30 see stats
By Amogus the Cornac Paradox Mage level 31
14th Regrowth 123rd year of Ascendancy at 14:47 see stats
By Amogus the Cornac Paradox Mage level 35
6th Pyre 123rd year of Ascendancy at 00:33 see stats
By Amogus the Cornac Paradox Mage level 37
20th Pyre 123rd year of Ascendancy at 13:25 see stats
By Amogus the Cornac Paradox Mage level 42
1st Flare 123rd year of Ascendancy at 07:01 see stats
By Amogus the Cornac Paradox Mage level 34
41st Regrowth 123rd year of Ascendancy at 02:13 see stats
By Amogus the Cornac Paradox Mage level 50
1st Wintertide 124th year of Ascendancy at 03:05 see stats
By Amogus the Cornac Paradox Mage level 15
16th Dusk 122nd year of Ascendancy at 08:31 see stats
By Amogus the Cornac Paradox Mage level 36
15th Pyre 123rd year of Ascendancy at 00:00 see stats
By Amogus the Cornac Paradox Mage level 33
37th Regrowth 123rd year of Ascendancy at 17:28 see stats
By Amogus the Cornac Paradox Mage level 43
11st Dusk 123rd year of Ascendancy at 08:33 see stats
By Amogus the Cornac Paradox Mage level 50
1st Allure 124th year of Ascendancy at 11:10 see stats
By Amogus the Cornac Paradox Mage level 18
34th Dusk 122nd year of Ascendancy at 03:01 see stats
By Amogus the Cornac Paradox Mage level 24
60th Haze 122nd year of Ascendancy at 00:01 see stats
By Amogus the Cornac Paradox Mage level 50
8th Decay 123rd year of Ascendancy at 12:38 see stats
By Amogus the Cornac Paradox Mage level 45
72nd Dusk 123rd year of Ascendancy at 13:44 see stats
By Amogus the Cornac Paradox Mage level 24
64th Haze 122nd year of Ascendancy at 16:34 see stats
By Amogus the Cornac Paradox Mage level 39
21st Pyre 123rd year of Ascendancy at 00:00 see stats
By Amogus the Cornac Paradox Mage level 10
7th Mirth 122nd year of Ascendancy at 18:22 see stats
By Amogus the Cornac Paradox Mage level 20
17th Haze 122nd year of Ascendancy at 07:34 see stats
By Amogus the Cornac Paradox Mage level 30
12nd Regrowth 123rd year of Ascendancy at 06:38 see stats
By Amogus the Cornac Paradox Mage level 40
33rd Pyre 123rd year of Ascendancy at 01:11 see stats
By Amogus the Cornac Paradox Mage level 50
47th Haze 123rd year of Ascendancy at 03:21 see stats
By Amogus the Cornac Paradox Mage level 50
60th Haze 123rd year of Ascendancy at 16:58 see stats
By Amogus the Cornac Paradox Mage level 50
1st Allure 124th year of Ascendancy at 11:09 see stats
By Amogus the Cornac Paradox Mage level 50
78th Haze 123rd year of Ascendancy at 08:40 see stats
By Amogus the Cornac Paradox Mage level 22
28th Haze 122nd year of Ascendancy at 05:09 see stats
By Amogus the Cornac Paradox Mage level 27
8th Decay 122nd year of Ascendancy at 00:29 see stats
By Amogus the Cornac Paradox Mage level 28
9th Regrowth 123rd year of Ascendancy at 13:49 see stats
By Amogus the Cornac Paradox Mage level 34
37th Regrowth 123rd year of Ascendancy at 19:54 see stats
By Amogus the Cornac Paradox Mage level 14
2nd Dusk 122nd year of Ascendancy at 06:49 see stats
By Amogus the Cornac Paradox Mage level 50
60th Haze 123rd year of Ascendancy at 15:49 see stats
By Amogus the Cornac Paradox Mage level 19
54th Dusk 122nd year of Ascendancy at 02:18 see stats
By Amogus the Cornac Paradox Mage level 50
1st Allure 124th year of Ascendancy at 11:10 see stats
By Amogus the Cornac Paradox Mage level 15
23rd Dusk 122nd year of Ascendancy at 01:01 see stats
By Amogus the Cornac Paradox Mage level 40
57th Pyre 123rd year of Ascendancy at 21:02 see stats
By Amogus the Cornac Paradox Mage level 19
53rd Dusk 122nd year of Ascendancy at 15:57 see stats
By Amogus the Cornac Paradox Mage level 27
2nd Allure 123rd year of Ascendancy at 22:25 see stats
By Amogus the Cornac Paradox Mage level 18
33rd Dusk 122nd year of Ascendancy at 10:26 see stats
By Amogus the Cornac Paradox Mage level 46
16th Haze 123rd year of Ascendancy at 13:01 see stats
By Amogus the Cornac Paradox Mage level 30
14th Regrowth 123rd year of Ascendancy at 09:37 see stats
By Amogus the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 14:38 see stats
Log
You gain 5.05 gold from the transmogrification of voratun pickaxe of predation (dig speed 18 turns).
You gain 1.47 gold from the transmogrification of voratun pickaxe of Reknor (dig speed 11 turns).
You gain 10.23 gold from the transmogrification of impenetrable voratun plate armour of Eyal (0 def, 32 armour).
You gain 3.28 gold from the transmogrification of cleansing voratun plate armour of acid resistance (0 def, 16 armour).
You gain 3.84 gold from the transmogrification of voratun helm of sanctity (0 def, 5 armour).
You gain 7.10 gold from the transmogrification of stabilizing elven-silk wizard hat of the Brotherhood (3 def, 0 armour).
You gain 5.23 gold from the transmogrification of defender's voratun helm of dexterity (+8) (6 def, 13 armour).
You gain 4.75 gold from the transmogrification of aegis elven-silk wizard hat (3 def, 0 armour).
You gain 10.77 gold from the transmogrification of wanderer's pair of voratun boots of tirelessness (0 def, 5 armour).
You gain 3.81 gold from the transmogrification of wanderer's pair of voratun boots (0 def, 5 armour).
You gain 13.51 gold from the transmogrification of verdant elven-silk robe of life (0 def, 0 armour).
You gain 6.75 gold from the transmogrification of voratun waraxe of rage (40-57 power, 6 apr).
You gain 4.40 gold from the transmogrification of quick voratun waraxe (42-58 power, 6 apr).
You gain 10.67 gold from the transmogrification of ethereal dragonbone starstaff of greater warding (30-36 power, 6 apr, light element).
You gain 7.25 gold from the transmogrification of blighted dragonbone vilestaff (30-36 power, 6 apr, blight element).
You gain 11.78 gold from the transmogrification of hateful living mindstar of frost (16-17 power, 40 apr, nature damage).
You gain 11.08 gold from the transmogrification of stormbringer's voratun longsword of massacre (55-77 power, 6 apr).
You gain 6.54 gold from the transmogrification of plaguebringer's voratun longsword (43-60 power, 6 apr).
You gain 9.11 gold from the transmogrification of caustic voratun greatsword (62-98 power, 4 apr).
You gain 6.75 gold from the transmogrification of plaguebringer's voratun dagger (40-52 power, 9 apr).
You gain 5.43 gold from the transmogrification of truestriking voratun battleaxe (56-85 power, 4 apr).
You gain 2.22 gold from the transmogrification of blink rune (range 7; phase 24; cd 17).
You gain 1.85 gold from the transmogrification of biting gale rune (damage 197; dur 4; cd 17).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.