









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 32 / 80% |
| Size | big |
| Lifes / Deaths | Killed by Poryrinne the elven cultist at level 26 on the 38th Haze 122nd year of Ascendancy at 21:23 1 / 5Killed by Gegath the ghoul at level 28 on the 52nd Haze 122nd year of Ascendancy at 18:11 Killed by Layewe the corrupted mastocytic feeder at level 31 on the 69th Haze 122nd year of Ascendancy at 02:38 Killed by Betuvea the minotaur at level 32 on the 10th Decay 122nd year of Ascendancy at 17:19 Killed by Cyrossra the broken golem at level 32 on the 10th Decay 122nd year of Ascendancy at 21:49 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 24 (base 10) |
| Constitution | 52 (base 35) |
| Magic | 87 (base 60) |
| Willpower | 62 (base 43) |
| Cunning | 26 (base 10) |
Resources
| Life | 731/731 |
| Mana | 646/646 |
| Paradox | 300 |
| Positive | 143/143 |
| Healing Factor | 1.2837837837838 |
| Regeneration | 2.1182432432433 |
Speed
| Mental | -1.4521717162097E-11% |
| Attack | -1.4521717162097E-11% |
| Movement | -63.333333333333% |
| Spell | -1.4521717162097E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 5 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 18 |
| Crit Chance | 16% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 19% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 16% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Temporal | +30% |
| Nature | +12% |
| Physical | +30% |
| Arcane | +9% |
| All | +0% |
Offense: Damage Penetration
| Nature | +15% |
| Darkness | +14% |
| Lightning | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 2 |
| Physical Save | 54 |
| Spell Save | 51 |
| Mental Save | 44 |
Defense: Resistances
| Nature | 24%( 70%) |
| Lightning | 26%( 70%) |
| Light | 37%( 70%) |
| Temporal | 34%( 70%) |
| Blight | 24%( 70%) |
| Darkness | 50%( 70%) |
| Fire | 18%( 70%) |
| All | 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Stun Resistance | 25% |
| Poison Resistance | 14% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 231 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Escort: injured seer (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the &039; 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 must explore the morass. | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. * You&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. * &039; * You&WHITELIGHT_GREEN039;ve found the needed pouch of bone giant dust. * &039;t drink it, even if it tells you to.&WHITELIGHT_GREEN039;ve found the needed orc heart. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Kindlekin the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +16% temporal / +18% darkness / +6% light Changes resistances penetration: +14% darkness / +15% temporal Physical save: +33 (+10 eff.) Stamina each turn: +2.20 Defense after a teleport: +18 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | ethereal brass lantern of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Mental save: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Light radius: +4 See stealth: +5 See invisible: +5 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 | hardened leather cap &039; (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +3 Wil Changes resistances: +5% blight / +11% darkness Physical save: +15 (+5 eff.) Spell save: +41 (+12 eff.) Mental save: +8 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
| Tool | Salathra the ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Changes damage: +9% temporal Maximum vim: +8.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to reveal the area around you, dispelling darkness (radius 10, power 80 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. |
| On fingers | onyx ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
| On fingers | Bethogath the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +6% blight / +3% fire / +11% nature Grants telepathy: Humanoid/Orc Poison immunity: +14% Disease immunity: +10% Stun/Freeze immunity: +25% Life regen: +1.00 Rings can have magical properties. |
| Around waist | Weeprune the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +7 Str / +3 Dex / +2 Mag / +4 Wil / +5 Con Changes resistances penetration: +15% nature Changes damage: +12% nature Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | dragonbone starstaff &039; (30-36 power, 6 apr, physical element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 16% chance to blind Changes stats: +5 Cun / +2 Dex Changes damage: +30% physical Talent granted: +1 Command Staff Disease immunity: +35% Silence immunity: +10% Pinning immunity: +20% Teleport immunity: +20% Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 76.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Cloudslice the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str / +3 Mag Changes resistances penetration: +10% lightning Changes damage: +9% arcane Maximum mana: +80.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour &039; (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+4 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 light Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +13% lightning / +12% darkness / +20% light Spellpower: +16 (+4 eff.) Spell crit. chance: +6% Mindpower: +12 (+4 eff.) Mental crit. chance: +6% A suit of armour made of leather. |
| Cloak | Eilinerin (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +3 Str / +6 Mag / +4 Wil Physical save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Only die when reaching: -50.00 life Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +1 Mag / +4 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.40 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
heroism infusion of the sneak (+8 for 9 turns, die at -321)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -321 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 16%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 magical or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (398.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 517.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Silyna the BarkwormCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% blight Changes resistances penetration: +25% blight / +20% arcane / +15% nature Changes damage: +24% nature Talent masteries: +0.31 Chronomancy / Spacetime Weaving +0.31 Chronomancy / Chronomancy Amulets can have magical properties. |
Arcstar the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -8% Changes stats: +7 Str / +2 Con Changes damage: +18% lightning Stun/Freeze immunity: +30% Life regen: +1.70 Rings can have magical properties. |
Blazejustice the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +3% lightning / +22% cold / +22% nature Changes damage: +12% lightning / +11% cold / +11% nature Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +9 Physical power: +7 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 138% 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 can have magical properties. |
steel ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% temporal / +15% fire Changes damage: +12% temporal Blindness immunity: +28% Infravision radius: +4 See stealth: +9 See invisible: +10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
voratun dagger &039; (49-63.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown Burst (radius 2) on crit: +8 blight / +13 fire When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 blight Changes stats: +2 Cun / +2 Con Changes resistances penetration: +11% fire See invisible: +3 Global speed: +4% Sharp, short and deadly. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Runemayon the vined mindstar (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +25% blight Life regen: +0.90 Mana each turn: +0.08 Maximum life: +19.00 Spellpower: +16 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of flames (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Cun Changes resistances: +8% fire Changes resistances penetration: +7% fire Changes damage: +5% fire Critical mult.: +5.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lightkin the yew vilestaff (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 42% chance to blind Changes resistances penetration: +5% light Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +18% Light radius: +7 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 103.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
Xaniwyn (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +12 blight When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 23% chance to blind Damage (Melee): 16 fire Damage when hit (Melee): 12 blight Changes resistances: +3% acid Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Light radius: +7 See invisible: +5 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 103.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
Belikira the steel waraxe (12.5-17.5 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Changes stats: +7 Mag Changes damage: +15% arcane Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 One-handed war axes. |
GlowknavePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% light / +9% lightning Changes damage: +3% light Physical save: +16 (+5 eff.) Maximum life: +82.00 Maximum mana: +39.00 Maximum stamina: +33.00 Maximum hate: +13.00 Maximum psi: +31.00 Maximum vim: +25.00 Maximum pos.energy: +25.00 Maximum neg.energy: +20.00 Mindpower: +9 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira&Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 317, based on Magic) for 10 turns, costing 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
rough leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Fatigue: -6% Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +2 Mag / +2 Con Stealth bonus: +6 Light radius: +3 A belt that goes around your waist. |
silk robe &039; (7 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Fatigue: -12% Changes stats: +4 Str / +3 Dex / +2 Cun Changes resistances: +12% acid Physical save: +26 (+8 eff.) Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gorurab the pair of hardened leather boots (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: +4 Dex / +3 Cun / +2 Con / +6 Lck Stealth bonus: +5 Infravision radius: +3 Movement speed: +40% A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +2 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Dimfame the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+9 eff.) Armour: +2 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Dex Changes resistances penetration: +25% acid Changes damage: +3% acid / +9% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Physical power: +0 (+0 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 (+0 eff.) Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 137.20 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Xivena (5 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Armour: +4 Defense: +5 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +1 Con Life regen: +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvynne (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Mag / +7 Wil Changes resistances: +13% light / +12% darkness See invisible: +12 A cap made of leather. |
bladed rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 5 physical Changes stats: +2 Str / +3 Dex It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 90 power out of 100/100. The very essence of bearness! |
Brightwarden (21/21, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 70% Dex Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 40% chance to disease * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Ranged): +27 lightning Burst (radius 1) on hit: +16 blight / +8 fire Burst (radius 2) on crit: +8 blight / +16 fire Arrows are used with bows to pierce your foes to death. |
Ulfizilarach the Tempestbrace (23/23, 71-99.4 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.0 - 99.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Damage (Ranged): +16 lightning Burst (radius 1) on hit: +16 lightning / +16 mind Burst (radius 2) on crit: +8 lightning / +12 mind Arrows are used with bows to pierce your foes to death. |
111 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. |
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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
deadly pouch of stralite shots of wind (18/18, 54.5-65.4 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Gadil [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +5 Con Changes resistances: +6% fire Poison immunity: +20% Knockback immunity: +15% Healing mod.: +15% It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
Emeta the Umbraspike [power 63] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +3% darkness Maximum wards: +3 lightning / +3 temporal / +1 blight / +4 fire / +2 cold Talent cooldown: Strike (-1 turn) Talents granted: +1 Ward +3 Strike Light radius: +3 Infravision radius: +1 It can be used to disarm traps (63 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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 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. |
Achievements
A different point of view (Insane (Adventure) difficulty)
4th Decay 122nd year of Ascendancy at 07:09 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Red the Cornac Paradox Mage level 28
43rd Haze 122nd year of Ascendancy at 02:22 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Red the Cornac Paradox Mage level 15
63rd Dusk 122nd year of Ascendancy at 01:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Red the Cornac Paradox Mage level 23
32nd Haze 122nd year of Ascendancy at 13:35 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Red the Cornac Paradox Mage level 20
7th Haze 122nd year of Ascendancy at 01:13 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Red the Cornac Paradox Mage level 15
63rd Dusk 122nd year of Ascendancy at 01:47 see stats
Home sweet home (Insane (Adventure) difficulty)
4th Decay 122nd year of Ascendancy at 05:39 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Red the Cornac Paradox Mage level 31
69th Haze 122nd year of Ascendancy at 10:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Red the Cornac Paradox Mage level 10
2nd Dusk 122nd year of Ascendancy at 08:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Red the Cornac Paradox Mage level 20
6th Haze 122nd year of Ascendancy at 18:58 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Red the Cornac Paradox Mage level 30
58th Haze 122nd year of Ascendancy at 04:13 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Red the Cornac Paradox Mage level 10
47th Dusk 122nd year of Ascendancy at 20:55 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Red the Cornac Paradox Mage level 32
4th Decay 122nd year of Ascendancy at 07:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Red the Cornac Paradox Mage level 7
5th Flare 122nd year of Ascendancy at 21:54 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Red the Cornac Paradox Mage level 32
4th Decay 122nd year of Ascendancy at 07:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Red the Cornac Paradox Mage level 10
3rd Dusk 122nd year of Ascendancy at 20:07 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Red the Cornac Paradox Mage level 21
22nd Haze 122nd year of Ascendancy at 18:38 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Red the Cornac Paradox Mage level 30
58th Haze 122nd year of Ascendancy at 12:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Red the Cornac Paradox Mage level 24
32nd Haze 122nd year of Ascendancy at 20:03 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Red the Cornac Paradox Mage level 32
10th Decay 122nd year of Ascendancy at 03:18 see stats
Log
Aerurenne the golem receives 92 healing.
Red&LIGHT_STEEL_BLUELASTLASTLASTminotaur nose (1).
Emeleda the maulotaur slams into something solid!
Aerurenne the golem slams into something solid!
Red hits Minotaur for 300 physical damage.
Red hits Whitehoof ghoul for (12 resist armour), (288 shifted), 0 physical (0 total damage).
Red hits Aerurenne the golem for 300 physical, 75 physical (375 total damage).
Red hits Emeleda the maulotaur for 215 physical, 54 physical (268 total damage).
Cyrossra the broken golem uses Mark Prey.
Cyrossra the broken golem begins hunting humanoid / human.
Red killed Minotaur!
Emeleda the maulotaur casts Searing Light.
Emeleda the maulotaur hits Red for 75 light damage.
Cyrossra the broken golem uses Knockback.
Cyrossra the broken golem performs a melee critical strike against Red!
Red hits Cyrossra the broken golem for 9 light damage.
Cyrossra the broken golem hits Red for 500 physical damage.
Red the level 32 cornac paradox mage was skewered to death by Cyrossra the broken golem on level 3 of Illusory Castle.
You have 1 life(s) left.
Red stops spinning fate.
Red stops weaving fate.
Red is no longer surging arcane power.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Cyrossra the broken golem killed Red!
Saving done.




































































































