










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Paradox Mage | 
| Level / Exp | 23 / 99% | 
| Size | medium | 
| Lifes / Deaths | Killed by Silaleba the chitinous spider at level 12 on the 10th Mirth 122nd year of Ascendancy at 03:440 / 5 Killed by Urkis, the High Tempest at level 21 on the 34th Dusk 122nd year of Ascendancy at 07:05 Killed by Aletta Soultorn at level 21 on the 69th Dusk 122nd year of Ascendancy at 15:01 Killed by Betedatira the skeleton magus at level 23 on the 78th Dusk 122nd year of Ascendancy at 13:12 Killed by Layessra the greater gwelgoroth at level 23 on the 79th Dusk 122nd year of Ascendancy at 08:17 | 
Primary Stats
| Strength | 12 (base 10) | 
| Dexterity | 12 (base 10) | 
| Constitution | 34 (base 12) | 
| Magic | 83 (base 53) | 
| Willpower | 57 (base 46) | 
| Cunning | 15 (base 10) | 
Resources
| Life | 555/555 | 
| Paradox | 300 | 
| Healing Factor | 1.1853365646229 | 
| Regeneration | 1.4816707057786 | 
Speed
| Mental | -3.885780586188E-13% | 
| Attack | -3.885780586188E-13% | 
| Movement | +36.804258065936% | 
| Spell | -3.885780586188E-13% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 32 | 
| Accuracy | 6 | 
| Crit Chance | 6% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 62 | 
| Crit Chance | 10% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Temporal | +53% | 
| All | +6% | 
| Fire | +9% | 
| Cold | +11% | 
| Nature | +15% | 
Offense: Damage Penetration
| Darkness | +15% | 
| Blight | +15% | 
| Cold | +15% | 
| Mind | +20% | 
| Nature | +5% | 
Defense: Base
| Armour (hardiness) | 3 (30%) | 
| Defense | 36 | 
| Ranged Defense | 36 | 
| Fatigue | 0 | 
| Physical Save | 23 | 
| Spell Save | 34 | 
| Mental Save | 22 | 
Defense: Resistances
| Lightning | + 34%( 70%) | 
| Nature | + 21%( 70%) | 
| Temporal | + 35%( 70%) | 
| Darkness | + 42%( 70%) | 
| Fire | + 23%( 70%) | 
| Cold | + 18%( 70%) | 
| All | + 13%( 70%) | 
Defense: Immunities
| Stun Resistance | 46% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 24% | 
| Poison Resistance | 20% | 
| Knockback Resistance | 10% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Prismatic Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 4 blight, 3 fire, 4 nature, 3 temporal | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Movement 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 526% 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 Strength stat. | 
Class Talents
| Chronomancy / Spacetime Folding | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Chronomancy / Gravity | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Stasis | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Chronomancy / Speed Control | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Timetravel | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Flux | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| Chronomancy / Matter | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Chronomancy / Energy | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Fate Weaving | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Phase Pulse | 
| talent | Energy Decomposition | 
| talent | Reality Smearing | 
| talent | Contingency | 
| beneficial effect | The target is moving is 37% faster.3 Celerity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lone alchemist (level 1 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell.Escort: lost sun paladin (level 6 of Dreadfell) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Daikara.Escort: lost warrior (level 1 of Daikara) As a reward you improved Constitution by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved Constitution by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell.Escort: lost warrior (level 3 of Dreadfell) As a reward you improved Constitution by +5. | done | 
| You failed to protect the lost warrior from death by skeleton warrior.Escort: lost warrior (level 8 of Dreadfell) | failed | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul.Escort: worried loremaster (level 2 of Ruins of Kor'Pul) As a reward you improved Magic by +5. | done | 
| The unhallowed morass is the name of the 'zone' surrounding Point Zero.Future Echoes The 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within 3 lumberjacks have died. | done | 
Equipment
| On feet |  Islorin the Heattaint (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% fire Ignore resists +15% blight +15% cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +1 Resistance +7% lightning +5% temporal A pair of boots made of leather. | 
| Light source |  alchemist's lamp 'Plaguedream' 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +9% nature Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% fire +6% nature +3% temporal Life +48.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Tosaran the cashmere wizard hat (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Mindpower +10 (+4 eff.) Damage +15% temporal Ignore resists +20% mind defense ------ Defense +2 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.14 Hate-on-crit +3.00 A pointy cloth hat, very wizardly... | 
| Tool |  Shard of Crystalized Time 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+2 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. | 
| On fingers |  titan's copper ring of perseverance 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! | 
| On fingers |  copper opal ring 0.1 Encumbrance T1 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Str +2 Dex +10 Mag +6 Wil +5 Cun +2 Con offense ------ Spellpower +13 (+4 eff.) Ignore resists +15% darkness defense ------ Resistance +6% darkness Silence Resist +24% other ------- Mana/turn +0.13 Light +3 Rings make your fingers look great! | 
| Around waist |  Belavena 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Wil defense ------ Defense +20 (+8 eff.) Resistance +6% temporal +3% nature +6% darkness Stealth +6 Life +60.00 Knockbk Resist +10% A belt that goes around your waist. | 
| In main hand |  elven-wood starstaff of channeling (129% power, 5 apr, temporal element) 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +20 (+5 eff.) Damage +25% temporal other ------- Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Darkstun (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 cold Damage +5% cold When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 51% * 10% chance to reduce damage dealt by 20% defense ------ Armor +2 Resistance +9% darkness +6% cold Poison Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 ice On Hit: 10% Ice Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  linen robe of power (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +11 (+3 eff.) Damage +6% all defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  enveloping linen cloak of the voidstalker (6 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +6 (+3 eff.) Resistance +12% darkness +11% temporal Physical save +5 (+3 eff.) Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown 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 gold amulet of magic (+5) 0.1 Encumbrance T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +5 Mag defense ------ Resistance +17% lightning Stun Resist +25% Amulets make your neck look great! | 
Inventory
|  healing infusion of the wizard (heal 206; cd 12) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Mirror Image Rune (dur 6; cd 24) 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Eilinynne 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +4 Mag offense ------ Damage +9% acid defense ------ Fatigue -7% Crit Resistance 10.00% Mind save +6 (+3 eff.) Life Regen +2.00 other ------- Psi when Hit +0.16 See Invisibility +6 Amulets make your neck look great! | 
|  copper amulet 0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! | 
|  warrior's copper amulet of strength (+3) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! | 
|  copper opal ring 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +5 Mag +2 Wil +5 Cun +2 Con offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! | 
|  steel opal ring 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +6 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Damage +15% darkness +3% fire Ignore resists +10% darkness Accuracy +8 (+8 eff.) defense ------ Resistance +14% acid +6% darkness +16% fire +14% cold +15% lightning Life +32.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +25% Rings make your fingers look great! | 
|  steel opal ring 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +7 Mag +7 Wil +2 Cun +2 Con offense ------ Spellpower +7 (+2 eff.) Rings make your fingers look great! | 
|  steel ring 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! | 
|  warrior's gold ring of lightning (+24%) 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +12% lightning defense ------ Armor +8 Resistance +24% lightning Rings make your fingers look great! | 
|  Sword of Potential Futures (133% power, 10 apr) 3.0 Encumbrance T3 longsword 1H weapon Reqs Dex 24 [Unique] Arcane In the past there was a dagger with it. Weapon Damage 134% Range: 1.0x-1.4x Uses 20% Mag, 80% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. | 
|  Sunraptor (111% power, 3 apr, temporal element) 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +14.00% Spellpower +6 (+2 eff.) Damage +15% temporal defense ------ Resistance +9% blight Unlife -20.00 life Poison Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elm vilestaff (100% power, 2 apr, acid element) 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent elm starstaff of fate (107% power, 2 apr, temporal element) 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Damage +13% temporal defense ------ Physical save +5 (+3 eff.) Spell save +5 (+3 eff.) Mind save +5 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  yew vilestaff (120% power, 4 apr, blight element) 5.0 Encumbrance T3 staff 2H weapon [Normal] Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  truestriking dwarven-steel waraxe of massacre (128% power, 4 apr) 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 128% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+10 eff.) Ignore Armor +7 One-handed war axes. | 
|  Lisuvea the linen cloak (6 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Defense +6 (+3 eff.) Resistance +3% lightning Physical save +8 (+4 eff.) Mind save +3 (+2 eff.) Life +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak of Eldoral (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Lightwither (0 def, 4 armour) 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +9% temporal When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +3% Resistance +3% temporal +8% fire +12% light +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  blightbringer's pair of iron boots of tirelessness (0 def, 3 armour) 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Spellpower +5 (+2 eff.) Damage +5% acid +6% blight defense ------ Armor +3 Fatigue +2% Disease Resist +22% other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  hardened leather gloves 'Brightwire' (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 lightning Damage +5% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +2 Resistance +11% lightning +3% light +15% fire +5% arcane +3% nature Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 lightning On Hit: 10% Lightning Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Glittercut the linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% light Ignore resists +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +6% fire +3% light +5% cold other ------- Light +2 A pointy cloth hat, very wizardly... | 
|  Rootfurnace (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +5 On-Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 51% defense ------ Armor +1 Fatigue +1% Resistance +6% acid +5% arcane +3% nature Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. | 
|  cleansing linen wizard hat (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% nature +5% blight A pointy cloth hat, very wizardly... | 
|  hardened leather cap 'Zanodor' (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Critical power +10.00% Mindpower +5 (+3 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +3% Physical save +6 (+3 eff.) Unlife -60.00 life A cap made of leather. | 
|  4 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  482 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  3 onyx 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  8 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  iron pickaxe of endurance (dig speed 37 turns) 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  5 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Thundertorrent the brass lantern 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% lightning +3% mind Ignore resists +10% light +5% mind When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 289/400 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 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  7 amethyst 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  4 quartz 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  5 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Teleportation enjoyer the Cornac Paradox Mage level 21
54th Dusk 122nd year of Ascendancy at 00:53 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Teleportation enjoyer the Cornac Paradox Mage level 18
22nd Dusk 122nd year of Ascendancy at 12:31 see stats
 Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Adventure) difficulty)
			Survived the Fearscape!By Teleportation enjoyer the Cornac Paradox Mage level 23
78th Dusk 122nd year of Ascendancy at 12:51 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Teleportation enjoyer the Cornac Paradox Mage level 10
5th Mirth 122nd year of Ascendancy at 07:47 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Teleportation enjoyer the Cornac Paradox Mage level 20
25th Dusk 122nd year of Ascendancy at 21:14 see stats
 That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By Teleportation enjoyer the Cornac Paradox Mage level 21
68th Dusk 122nd year of Ascendancy at 10:50 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Teleportation enjoyer the Cornac Paradox Mage level 11
8th Mirth 122nd year of Ascendancy at 12:01 see stats
 The Restless Dead (Nightmare (Adventure) difficulty)
			Disturbed an old battlefield and survived the consequences.
			The Restless Dead (Nightmare (Adventure) difficulty)
			Disturbed an old battlefield and survived the consequences.By Teleportation enjoyer the Cornac Paradox Mage level 19
25th Dusk 122nd year of Ascendancy at 10:44 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Teleportation enjoyer the Cornac Paradox Mage level 20
32nd Dusk 122nd year of Ascendancy at 19:20 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Teleportation enjoyer the Cornac Paradox Mage level 16
5th Dusk 122nd year of Ascendancy at 02:39 see stats
 Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
			Killed the weaver queen and the temporal defiler.
			Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
			Killed the weaver queen and the temporal defiler.By Teleportation enjoyer the Cornac Paradox Mage level 5
78th Pyre 122nd year of Ascendancy at 07:49 see stats
Log
You don't see how to get there...
Today is the 2nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 3rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 4th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 5th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:25.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
Today is the 6th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is a Entrance to a ruined dungeon 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...
Today is the 7th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Saving done.
Today is the 8th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Ran for 5 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 9th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Teleportation enjoyer can not wear (in main hand): Sword of Potential Futures (133% power, 10 apr) (not enough stat).























































