Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Paradox Tweaks 1.5.0Changes Paradox to hopefully make things flow and scale better.
The main limit on using chronomancy is your ability to handle the risk of the anomalies. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Infinite Dungeon Merchants 1.5.104 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you. There are 19 talent trees (249 talents) available for purchase: Can increase your stats and sub stats: Imbue items: The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
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If you are interested in a main story mode version you can get it here: Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him! |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 39 / 62% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 36 (base 21) |
Constitution | 86 (base 60) |
Magic | 64 (base 60) |
Willpower | 78 (base 60) |
Cunning | 78 (base 60) |
Resources
Life | 1727/1727 |
Paradox | 300 |
Healing Factor | 1.9053124999999 |
Regeneration | 8.8597031249997 |
Speed
Mental | -1.9761969838328E-12% |
Attack | -1.9761969838328E-12% |
Movement | +105.21478357188% |
Spell | -1.9761969838328E-12% |
Global | +100% |
Vision
Sight | 3 |
Lite | 8 |
Infravision | 7 |
See Stealth | 14.145025887617 |
See Invisible | 14.145025887617 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 33 |
Accuracy | 43 |
Crit Chance | 50% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Nature | +7% |
Light | +7% |
Temporal | +25% |
Offense: Damage Penetration
Nature | +5% |
Defense: Base
Armour (hardiness) | 39.141609879497 (37.587548638132%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 76 |
Mental Save | 93 |
Defense: Resistances
Lightning | + 38%( 70%) |
Darkness | + 41%( 70%) |
Temporal | + 29%( 70%) |
Blight | + 40%( 70%) |
Physical | + 37%( 70%) |
Acid | + 34%( 70%) |
All | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Bleed Resistance | 60% |
Confusion Resistance | 0% |
Teleport Resistance | 0% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Matter | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Stasis | 1.50 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Age Manipulation | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Gravity | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Phase Pulse |
talent | Chant of Fortitude |
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Hymn of Detection |
talent | Gravity Locus |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | Infinite Dungeon Challenge: Near Sighted (Level 35) Challenge |
beneficial effect | The target is moving is 105% faster. 3 Celerity |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 29)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 34)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: Random Artifact: Brightmark (20/20, 6-7.2 power, 1 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: Random Artifact: Flarevalor (0 def, 1 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 21)You completed the challenge and received: Random Artifact: Turuldir (44-66 power, 2 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 12)Turns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 30)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 35) | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 17) | failed |
Leave the level in less than 201 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (201) (Level 13)Turns left: 2 You completed the challenge and received: Random Artifact: Malulach (4 def, 9 armour) | done |
Leave the level in less than 411 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (411) (Level 9)Turns left: -1 | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | pair of hardened leather boots 'Arcglory' (0 def, 3 armour) pair of hardened leather boots 'Arcglory' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Cun / +5 Con Changes resistances: +3% lightning Physical save: +13 (+3 eff.) Mental save: +12 (+2 eff.) Mana when firing critical spell: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | alchemist's lamp of the sun alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +7% light Damage affinity(heal): +5% light Light radius: +5 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 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 43.12 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Dridan (2 def, 0 armour) Dridan (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil Changes resistances: +8% lightning / +8% temporal Grants telepathy: Dragon Mental save: +18 (+4 eff.) Vim when firing critical spell: +4.00 Damage Shield penetration: +50% A pointy cloth hat, very wizardly... |
Tool | bright elven-wood wand of clairvoyance [power 12] (6 cooldown) bright elven-wood wand of clairvoyance [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 12, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | conjurer's copper ring conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spellpower: +6 (+2 eff.) Rings can have magical properties. |
On fingers | Vileblight the steel ring Vileblight the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +4 Wil / +5 Cun / +9 Con Changes resistances penetration: +5% nature Physical save: +10 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
Around waist | rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +6 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
In main hand | Turilar the Kindlewrest (25-30 power, 5 apr, temporal element) Turilar the Kindlewrest (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes stats: +9 Con Changes resistances: +6% acid / +9% blight Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Spell save: +6 (+2 eff.) Life regen: +2.20 Spellpower: +24 (+7 eff.) Spell crit. chance: +4% Light radius: +3 Healing mod.: +33% Staves designed for wielders of magic, by the greats of the art. |
On hands | heroic hardened leather gloves of the nighthunter (0 def, 6 armour) heroic hardened leather gloves of the nighthunter (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +6 Changes stats: +2 Cun Changes resistances: +8% darkness Mental save: +9 (+2 eff.) Maximum life: +53.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | verdant cashmere robe of life (2 def, 0 armour) verdant cashmere robe of life (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Con Changes resistances: +5% blight Changes damage: +7% nature Poison immunity: +20% Disease immunity: +21% Life regen: +2.20 Maximum life: +58.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Chamivon (2 def, 0 armour) Chamivon (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +5 Str / +5 Dex / +5 Wil / +4 Cun Grants telepathy: Humanoid/Orc Mental save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | serendipitous stralite amulet serendipitous stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Inventory
clarifying gold amulet of strength (+2) clarifying gold amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
stralite amulet of vision stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +20% Infravision radius: +7 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+9 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
5 agate 5 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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. |
8 aquamarine 8 aquamarine0.00 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. |
9 opal 9 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst 11 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. |
7 onyx 7 onyx0.00 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 emerald0.00 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. |
8 garnet 8 garnet0.00 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. |
5 quartz 5 quartz0.00 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 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. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 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. |
6 amber 6 amber0.00 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. |
Crystal Focus Crystal FocusPowered 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Windborne Azurite Windborne AzuritePowered 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. |
121 alchemist agate 121 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. |
Ragigarig RagigarigInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +2% physical Physical save: +21 (+5 eff.) Disease immunity: +15% Silence immunity: +15% Confusion immunity: +10% Light radius: +2 Healing mod.: +10% 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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
Fulirin the elm totem of thorny skin [power 17] (20 cooldown) Fulirin the elm totem of thorny skin [power 17] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes damage: +3% arcane Physical save: +3 (+0 eff.) Life regen: +0.20 Maximum life: +40.00 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 14] (15 cooldown) quick elm totem of thorny skin [power 14] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 14 and armour hardiness by 30%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
warded yew wand of clairvoyance [power 11] (6 cooldown) warded yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 lightning / +1 temporal / +2 blight / +3 fire / +2 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 11, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance [power 11] (6 cooldown) yew wand of clairvoyance [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elven-wood wand of conjuration [power 445] (12 cooldown) supercharged elven-wood wand of conjuration [power 445] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 222 to 445, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Time & Time Again the Cornac Paradox Mage level 24
5th Flare 122nd year of Ascendancy at 11:07 see stats
By Time & Time Again the Cornac Paradox Mage level 8
1st Mirth 122nd year of Ascendancy at 12:19 see stats
By Time & Time Again the Cornac Paradox Mage level 22
3rd Flare 122nd year of Ascendancy at 04:12 see stats
By Time & Time Again the Cornac Paradox Mage level 12
8th Mirth 122nd year of Ascendancy at 00:26 see stats
By Time & Time Again the Cornac Paradox Mage level 28
8th Flare 122nd year of Ascendancy at 03:05 see stats
By Time & Time Again the Cornac Paradox Mage level 36
12nd Dusk 122nd year of Ascendancy at 03:22 see stats
By Time & Time Again the Cornac Paradox Mage level 10
3rd Mirth 122nd year of Ascendancy at 22:05 see stats
By Time & Time Again the Cornac Paradox Mage level 20
2nd Flare 122nd year of Ascendancy at 06:54 see stats
By Time & Time Again the Cornac Paradox Mage level 30
1st Dusk 122nd year of Ascendancy at 07:26 see stats
By Time & Time Again the Cornac Paradox Mage level 23
3rd Flare 122nd year of Ascendancy at 20:40 see stats
By Time & Time Again the Cornac Paradox Mage level 23
4th Flare 122nd year of Ascendancy at 00:30 see stats
Log
You gain 7.04 gold from the transmogrification of shimmering elven-wood starstaff of illumination (25-30 power, 5 apr, temporal element).
You gain 5.06 gold from the transmogrification of shimmering elven-wood magestaff of might (25-30 power, 5 apr, fire element).
You gain 9.86 gold from the transmogrification of magewarrior's short elven-wood vilestaff of power (25-30 power, 5 apr, acid element).
You gain 8.44 gold from the transmogrification of infernal elven-wood magestaff (25-30 power, 5 apr, lightning element).
You gain 7.10 gold from the transmogrification of greater elm starstaff of greater warding (10-12 power, 2 apr, physical element).
You gain 6.02 gold from the transmogrification of gold amulet of manastreaming.
You gain 3.55 gold from the transmogrification of controlled phase door rune (range 7).
You gain 2.14 gold from the transmogrification of lightning rune (229 lightning damage).
You gain 2.90 gold from the transmogrification of invisibility rune (power 9 for 9 turns).
You gain 0.53 gold from the transmogrification of teleportation rune (range 20).
You gain 1.48 gold from the transmogrification of acid wave rune (73 acid damage; disarm 5 turns with power 21).
You gain 2.65 gold from the transmogrification of phase door rune (range 13; power 30; dur 4).
You gain 6.26 gold from the transmogrification of heroism infusion (+6 for 9 turns, die at -336).
You gain 1.87 gold from the transmogrification of movement infusion (419% speed; 7 turns).
You gain 1.82 gold from the transmogrification of movement infusion (585% speed; 6 turns).
You gain 2.02 gold from the transmogrification of insidious poison infusion of the wizard (31 nature damage, 27% healing reduction).
You gain 1.00 gold from the transmogrification of wild infusion (resist 22%; cure magical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 13%; cure magical).
You gain 1.10 gold from the transmogrification of healing infusion of the psychic (heal 222).
You gain 0.65 gold from the transmogrification of healing infusion (heal 53).
You feel very confident walking into this place.
Accepted quest 'Infinite Dungeon Challenge: Near Sighted (Level 35)'! (Press 'j' to see the quest log)
Time & Time Again deactivates Energy Decomposition.
Time & Time Again deactivates Gravity Locus.
Time & Time Again deactivates Disintegration.
Time & Time Again deactivates Hymn of Detection.
Time & Time Again deactivates Reality Smearing.
Time & Time Again deactivates Matter Weaving.
Time & Time Again deactivates Chant of Fortitude.
Time & Time Again deactivates Phase Pulse.