










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 23 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 23 on the 7th Haze 122nd year of Ascendancy at 00:34 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 23 (base 18) |
| Magic | 64 (base 50) |
| Willpower | 47 (base 39) |
| Cunning | 11 (base 11) |
Resources
| Life | -61/667 |
| Mana | 182/433 |
| Paradox | 493 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 2.4972799976597 |
Speed
| Mental | -1.0014211682119E-11% |
| Attack | -1.0014211682119E-11% |
| Movement | +13% |
| Spell | -1.0014211682119E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 20 |
| Crit Chance | 10% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 5% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 1% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Acid | +16% |
| Arcane | +16% |
| Cold | +20% |
| All | 0% |
| Darkness | +3% |
| Light | +15% |
| Temporal | +11% |
| Physical | +17% |
| Lightning | +3% |
| Fire | +6% |
| Mind | +9% |
Offense: Damage Penetration
| Light | +8% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 4 |
| Physical Save | 12 |
| Spell Save | 33 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 56%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 54%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 20%( 70%) |
| Physical | + 27%( 70%) |
| Temporal | + 34%( 70%) |
| Lightning | + 27%( 70%) |
| Mind | + 45%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 42% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 423 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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 Willpower stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Flux | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Matter | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +23% Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
| Light source | Islurin the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str / +3 Con Changes resistances: +3% nature Reduces incoming crit damage: 5.00% Spell save: +3 (+2 eff.) Maximum life: +63.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Mardoblek the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Changes resistances: +6% acid / +3% darkness / +6% blight / +6% cold / +15% fire Allows you to breathe in: water A cap made of leather. |
| Tool | Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | NeridhethInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid / +9% mind / +5% arcane Changes damage: +11% acid Reduces incoming crit damage: 10.00% Only die when reaching: -60.00 life Maximum life: +40.00 Rings make your fingers look great! |
| On fingers | steel quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+3 eff.) Stun/Freeze immunity: +30% Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around waist | AraweInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +6% temporal / +15% fire / +5% arcane / +9% mind Maximum life: +31.00 A belt that goes around your waist. |
| In main hand | ash starstaff 'Duraldil' (111% power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +7.0% Physical power: +6 (+3 eff.) Armour: +5 Defense: +5 (+2 eff.) Changes resistances: +9% temporal / +3% mind / +5% arcane Maximum wards: +2 light Changes resistances penetration: +8% light Changes damage: +15% light Talents granted: +2 Ward +1 Command Staff Mental save: +3 (+2 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| On hands | dwarven-steel gauntlets 'Neryrena' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Fatigue: +3% Damage (Melee): 7 arcane / 10 temporal Damage (Ranged): 7 temporal Changes stats: +4 Mag / +4 Wil Changes resistances: +5% arcane / +5% temporal Changes damage: +4% temporal / +4% arcane / +9% physical Life regen: +2.00 Stamina each turn: +0.90 Maximum stamina: +15.00 Spellpower: +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Blacksage the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% acid / +12% physical / +9% lightning / +27% cold / +11% fire / +9% all Changes resistances penetration: +10% darkness Changes damage: +5% acid / +8% physical / +3% darkness / +3% lightning / +20% cold / +12% arcane / +6% fire Talent cooldown: Refit Golem (-3 turns) Maximum mana: +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Blazesweep' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 6 light Changes resistances: +6% acid / +12% cold Changes damage: +9% mind Spell save: +6 (+3 eff.) Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | StormrigorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% mind / +3% acid Confusion immunity: +20% Amulets make your neck look great! |
Inventory
shatter afflictions rune of the wizard (absorb 89; cd 20)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: 20 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 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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. |
shielding rune of the psychic (absorb 288; dur 3; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 3 turns. Its effects scale with your Willpower 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. |
BleakbringerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +25 (+12 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes stats: +2 Con / +4 Wil Changes damage: +3% physical Physical save: +8 (+8 eff.) Spell save: +6 (+3 eff.) Mental save: +14 (+7 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
Samileg the BoltwellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage when hit (Melee): 10 mind / 4 lightning Changes resistances: +8% blight / +8% nature / +9% lightning Changes resistances penetration: +15% mind Changes damage: +6% nature Poison immunity: +12% Disease immunity: +11% Rings make your fingers look great! |
copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
gold opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +10 Defense: +10 (+5 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con 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 132% 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! |
sneakthief's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Damage (Melee): 18 light Damage (Ranged): 10 light Changes stats: +5 Dex / +3 Mag / +5 Cun Changes damage: +10% light Rings make your fingers look great! |
enhanced stralite dagger of enduring (136% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +3 Dex / +8 Mag / +14 Wil / +6 Cun / +20 Con Maximum life: +13.00 Sharp, short and deadly. |
swiftstrike elm longbow of enduringRequires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Travel speed: +200% When wielded/worn: Changes stats: +11 Wil / +2 Cun / +9 Con Maximum life: +24.00 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
Aeravena the Smearwend (104% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +12 Dex / +4 Mag / +5 Wil / +5 Cun / +3 Con Changes resistances: +6% nature Changes damage: +9% mind Critical mult.: +15.00% Maximum psi: +20.00 Sharp, long, and deadly. |
Eclipsegash (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +7.0% Physical power: +6 (+3 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil / +3 Con Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Maximum mana: +45.00 Spellpower: +20 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
short ash starstaff of illumination (111% power, 3 apr, physical element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area and deals 113.00 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. |
rough leather belt 'Aeroyara'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +3 Con Changes resistances: +6% acid Changes resistances penetration: +5% physical Physical save: +12 (+10 eff.) Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Shiverobeisance' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Cun / +1 Con Changes resistances: +6% cold Critical mult.: +15.00% Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashrip the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 mind Changes stats: +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% fire Changes damage: +6% mind Critical mult.: +20.00% Physical save: +11 (+9 eff.) Mental save: +11 (+6 eff.) Equilibrium when hit: +0.04 A pair of boots made of leather. |
Blazebraid (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +2 Changes stats: +4 Str / +2 Mag / +2 Wil / +2 Con Changes resistances: +12% light Changes resistances penetration: +10% light Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eremulen (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +2 Cun / +3 Con Light radius: +3 A cap made of leather. |
iron helm 'Drotar' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes damage: +9% temporal Reduces incoming crit damage: 5.00% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
174 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Offalnaught the iron pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +5% nature / +10% fire Changes damage: +3% fire Physical save: +5 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Maximum life: +42.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Umbraroar'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% nature / +9% light Changes damage: +3% darkness / +3% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +7 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 201/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Sparkripper [power 110] (25/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% lightning / +6% temporal Changes resistances penetration: +20% temporal Changes damage: +12% lightning It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 129 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 39. Torques are made by powerful psionics to store psionic powers. |
Splendourbrand the steel torque of mindblast [power 160] (25/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% light Changes damage: +6% light / +6% darkness It can be used to blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Layurialaith' [power 53] (25/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +6% darkness It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 46. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Aerowe the ash totem of summon tentacle [power 160] (25/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 400 Base Damage: 172 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By epoch the Cornac Paradox Mage level 21
58th Dusk 122nd year of Ascendancy at 06:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By epoch the Cornac Paradox Mage level 21
41st Dusk 122nd year of Ascendancy at 03:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By epoch the Cornac Paradox Mage level 10
3rd Mirth 122nd year of Ascendancy at 18:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By epoch the Cornac Paradox Mage level 20
21st Dusk 122nd year of Ascendancy at 17:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By epoch the Cornac Paradox Mage level 11
9th Mirth 122nd year of Ascendancy at 21:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By epoch the Cornac Paradox Mage level 11
6th Mirth 122nd year of Ascendancy at 12:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By epoch the Cornac Paradox Mage level 18
17th Dusk 122nd year of Ascendancy at 02:35 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By epoch the Cornac Paradox Mage level 6
77th Pyre 122nd year of Ascendancy at 21:18 see stats
Log
Melee retaliation hits Silidata the bee swarm for 6 light, 6 light, 6 light (18 total damage).
Greater Weapon Focus from Silidata the bee swarm hits epoch for (38 absorbed), 0 physical, (2 absorbed), (1 converted), 3 arcane (3 total damage).
Silidata the bee swarm hits epoch for (29 to time), (10 absorbed), 0 physical, (4 absorbed), 0 nature, (42 absorbed), 0 physical, (6 absorbed), 0 arcane (0 total damage).
Horned Horror shoves Silidata the bee swarm aside.
Attenuate from Epoch hits Silidata the bee swarm for 60 temporal damage.
Epoch casts Repulsion Blast.
Horned Horror slams into something solid!
Silidata the bee swarm slams into something solid!
Talent Infusion: Regeneration is ready to use.
epoch converts damage to paradox!
epoch receives 7 healing from Attenuate from Epoch.
epoch hits Silidata the bee swarm for 84 physical, 21 physical (105 total damage).
epoch hits Horned Horror for (22 flat reduction), 83 physical, (22 flat reduction), 4 physical (88 total damage).
Deadly Poison from Silidata the bee swarm hits epoch for (9 converted), 20 nature (20 total damage).
Poison from Silidata the bee swarm hits epoch for (6 converted), 13 nature (13 total damage).
epoch receives 11 healing from Temporal Restoration Field.
Silidata the bee swarm uses Blinding Powder.
Epoch loses sight!
Epoch is disabled.
Something hits Something for damage.
Silidata the bee swarm hits epoch for damage.
Epoch is pinned to the ground.
Epoch uses Infusion: Regeneration.
Epoch starts regenerating health quickly.
epoch converts damage to paradox!
Something hits epoch for (21 converted), 49 physical, (4 converted), 10 lightning, (19 converted), 45 physical, (4 converted), 10 lightning (114 total damage).
epoch the level 23 cornac paradox mage was zapped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
Space restabilizes around you.



















































































