










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 20 / 77% |
Size | medium |
Lifes / Deaths | Killed by Emelaramina the giant lightning ant at level 20 on the 13rd Pyre 123rd year of Ascendancy at 10:12 / 1 |
Primary Stats
Strength | 62 (base 42) |
Dexterity | 87 (base 48) |
Constitution | 18 (base 10) |
Magic | 13 (base 10) |
Willpower | 18 (base 10) |
Cunning | 33 (base 12) |
Resources
Life | -124/532 |
Stamina | 110/177 |
Healing Factor | 1.2111363549267 |
Regeneration | 12.414147637999 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 27.712164534463 |
See Invisible | 27.712164534463 |
Offense: Mainhand
Damage | 120 |
Accuracy | 62 |
Crit Chance | 17% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Physical | +27% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 6 |
Physical Save | 41 |
Spell Save | 17 |
Mental Save | 27 |
Defense: Resistances
Temporal | + 3%( 70%) |
Physical | + 1%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 47% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 29% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 345 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 107 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 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 lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed honey tree root. * You've found the needed green worm. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +3 Wil offense ------ Physical Power +20 (+5 eff.) Ignore resists +10% physical defense ------ Armor +3 Fatigue +2% Physical save +3 (+1 eff.) Life Regen +4.00 Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Master/Psionic Weapon Damage 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +14 Ignore Armor +7 Critical Rate +10.5% Capacity 16 On-ranged-hit +4 mind On-Hit, radius 1 +8 mind On-crit, radius 2 +12 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +4 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% physical defense ------ Armor +3 Fatigue +1% Physical save +3 (+1 eff.) Unlife -40.00 life other ------- Stamina/turn +3.00 Infravision +1 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Dex offense ------ Accuracy +20 (+5 eff.) defense ------ Armor +4 Physical save +9 (+3 eff.) Unlife -40.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+5 eff.) Mind save +7 (+4 eff.) Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Resistance +12% cold +1% physical +3% temporal Life Regen +1.00 Disease Resist +20% Stun Resist +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Against +17% Summoned defense ------ Resist Against +15% Summoned Mind save +5 (+3 eff.) Life +50.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 fire While equipped: offense ------ Damage +15% fire Ignore resists +12% physical Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +5 Cun offense ------ Damage +6% mind Accuracy +7 (+2 eff.) defense ------ Armor +2 Defense +10 (+3 eff.) Physical save +16 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +29% other ------- Psi when Hit +0.16 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. |
Main armor | ![]() 9.0 Encumbrance T3 light armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +9 Dex offense ------ Move Speed +20% Ignore resists +25% cold defense ------ Armor +12 Defense +22 (+7 eff.) Fatigue +8% Resistance +15% cold Life +27.00 Life Regen +1.00 Healmod +14% A suit of armour made of leather. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con offense ------ Critical power +5.00% Spellpower +5 (+3 eff.) Spellpower/crit +6 Move Speed +10% Ignore Shields +30% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Mana/turn +0.04 Vim-on-crit +2.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 38% faster, and you are invisible (power 23). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +11% nature Accuracy +7 (+2 eff.) defense ------ Resistance +22% nature Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +20% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +18% acid Physical save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +6 Cun +6 Lck offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned Stealth +6 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Cun +4 Wil offense ------ Critical power +15.00% defense ------ Defense +1 (+0 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) other ------- EQ when Hit +0.04 Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Mag offense ------ Damage +12% light defense ------ Armor +6 Defense +23 (+8 eff.) Resistance +15% nature +15% blight Physical save +23 (+8 eff.) Spell save +13 (+8 eff.) Mind save +12 (+6 eff.) Life Regen +9.00 Healmod +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +3 Con offense ------ Ignore resists +10% acid defense ------ Armor +1 Resistance +6% lightning +5% temporal +6% darkness +9% fire Unlife -60.00 life A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Ignore resists +15% mind defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +2% Resistance +6% lightning +3% cold Crit Resistance 15.00% Physical save +6 (+2 eff.) Spell save +6 (+4 eff.) Mind save +17 (+9 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+3 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 physical Damage +3% physical Accuracy +10 (+3 eff.) defense ------ Armor +6 Fatigue +1% 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. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% fire Ignore resists +25% blight +5% fire When Hit 8 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +5 Str +6 Dex defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 261.3 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Mind save +10 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +4 Defense +9 (+3 eff.) Fatigue +7% Physical save +7 (+3 eff.) A suit of armour made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +15% temporal defense ------ Resistance +3% nature +3% fire Life +43.00 Blind Resist +10% Silence Resist +20% Stun Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Dex +4 Wil +1 Cun +4 Con offense ------ Damage +9% lightning Ignore resists +5% cold When Hit 10 fire defense ------ Resistance +5% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Mind Crit +5% Damage +12% acid +6% mind On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Resistance +5% blight +3% mind Life Regen +7.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Con defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +12% blight Physical save +12 (+4 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +1.0% defense ------ Resistance +2% physical +3% fire Physical save +15 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature 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: 200 Base Damage: 103 Armor: 2 All Resist: 0 Puts all charms on 22 turn cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Haarautuvan polun Auli the Skeleton Archer level 19
4th Pyre 123rd year of Ascendancy at 05:02 see stats
By Haarautuvan polun Auli the Skeleton Archer level 10
51st Haze 122nd year of Ascendancy at 18:49 see stats
By Haarautuvan polun Auli the Skeleton Archer level 20
8th Pyre 123rd year of Ascendancy at 08:31 see stats
By Haarautuvan polun Auli the Skeleton Archer level 14
7th Regrowth 123rd year of Ascendancy at 18:40 see stats
By Haarautuvan polun Auli the Skeleton Archer level 18
72nd Regrowth 123rd year of Ascendancy at 17:45 see stats
Log
Haarautuvan polun Auli is less vulnerable to physical.
A shield forms around Haarautuvan polun Auli.
Haarautuvan polun Auli casts Rune: Blink.
Haarautuvan polun Auli is out of phase.
War hound is protected by a layer of thick leaves.
Islolrama the red ooze has finished recovering.
Bleeding from Haarautuvan polun Auli hits Emelaramina the giant lightning ant for 7 physical damage.
Talent Flare is ready to use.
Thorn Grab from Emelaramina the giant lightning ant hits Haarautuvan polun Auli for (11 absorbed), 0 nature (0 total damage).
Emelaramina the giant lightning ant uses Nature's Equilibrium.
Your shield crumbles under the damage!
The shield around Haarautuvan polun Auli crumbles.
Haarautuvan polun Auli's magic has been disrupted.
Emelaramina the giant lightning ant hits Haarautuvan polun Auli for (96 absorbed), 167 mind, 4 lightning, 4 cold (175 total damage).
Emelaramina the giant lightning ant receives 180 healing from Nature's Equilibrium.
Islolrama the red ooze uses Coup de Grace.
Islolrama the red ooze misses Haarautuvan polun Auli.
Islolrama the red ooze performs a melee critical strike against Haarautuvan polun Auli!
Haarautuvan polun Auli resists the Coup de Grace!
War hound misses Haarautuvan polun Auli.
Greater Weapon Focus from Islolrama the red ooze hits Haarautuvan polun Auli for 70 physical, 7 nature, 4 darkness (80 total damage).
Islolrama the red ooze hits Haarautuvan polun Auli for 129 physical, 7 nature, 4 darkness (140 total damage).
Haarautuvan polun Auli uses Disengage.
Haarautuvan polun Auli is moving at extreme speed!
Islolrama the red ooze is not silenced anymore.
Bleeding from Haarautuvan polun Auli hits Emelaramina the giant lightning ant for 6 physical damage.
Emelaramina the giant lightning ant rushes out!
Emelaramina the giant lightning ant hits Haarautuvan polun Auli for 72 mind, 4 lightning, 4 cold, 57 mind (137 total damage).
Haarautuvan polun Auli the level 20 skeleton archer was psyched to death by Emelaramina the giant lightning ant on level 2 of The Maze.