Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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 | Nightmare Adventure |
Sex | Male |
Race | Yeek |
Class | Anorithil |
Level / Exp | 27 / 35% |
Size | small |
Lifes / Deaths | Killed by Azeek at level 9 on the 30th Haze 122nd year of Ascendancy at 21:43 0 / 6Killed by The Possessed at level 12 on the 61st Haze 122nd year of Ascendancy at 19:27 Killed by The Possessed at level 12 on the 61st Haze 122nd year of Ascendancy at 20:27 Killed by Ce'Nomina the bandit at level 18 on the 41st Regrowth 123rd year of Ascendancy at 22:01 Killed by giant spider at level 22 on the 76th Regrowth 123rd year of Ascendancy at 16:03 Killed by Urkis, the High Tempest at level 26 on the 28th Dusk 123rd year of Ascendancy at 23:09 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 9 (base 10) |
Magic | 68 (base 58) |
Willpower | 20 (base 10) |
Cunning | 65 (base 52) |
Resources
Life | 578/578 |
Positive | 98/98 |
Negative | 98/98 |
Healing Factor | 1.0999722076361 |
Regeneration | 2.4749374671812 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 31 |
Accuracy | 9 |
Crit Chance | 25% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Mind | +13% |
Lightning | +19% |
Light | +28% |
Temporal | +19% |
Darkness | +62% |
Physical | +19% |
Fire | +13% |
All | +4% |
Offense: Damage Penetration
Darkness | +35% |
Lightning | +30% |
Acid | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 31 |
Mental Save | 53 |
Defense: Resistances
Lightning | + 43%( 70%) |
Cold | + 3%( 70%) |
Blight | + 3%( 70%) |
Physical | + 1%( 70%) |
Fire | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Confusion Resistance | 98% |
Poison Resistance | 50% |
Blind Resistance | 20% |
Silence Resistance | 53% |
Bleed Resistance | 20% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 96 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 Cunning 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 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Corona |
talent | Hymn of Perseverance |
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 failed to protect the injured seer from death by Azeek. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 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 ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. * You've found the needed storm wyrm claw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. 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.' * You've found the needed sandworm tooth. * You've found the needed ice ant stinger. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | Emurerin the Cloudwhisper (10 def, 3 armour) Emurerin the Cloudwhisper (10 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% lightning defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue -5% Resistance +6% fire Physical save +6 (+3 eff.) Life +20.00 Cut Resist +20% other ------- Encumbrance +23 A pair of boots made of leather. |
Light source | brass lantern 'Lisonne' brass lantern 'Lisonne'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +3.0% Critical power +5.00% Damage +3% mind Ignore resists +10% acid defense ------ Defense +5 (+1 eff.) Physical save +6 (+3 eff.) Mind save +12 (+4 eff.) Healmod +11% 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. |
On head | Anarach the iron helm (15 def, 3 armour) Anarach the iron helm (15 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +3 Defense +15 (+5 eff.) Fatigue +5% Resistance +3% blight Spell save +6 (+3 eff.) Silence Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Umbrafoe the ash wand of clairvoyance [power 10] (15 cooldown) Umbrafoe the ash wand of clairvoyance [power 10] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +24% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +9% fire Reveal the area around you, dispelling darkness (radius 10, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savior's copper ring of perseverance savior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+4 eff.) Mind save +7 (+2 eff.) Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
On fingers | warrior's copper ring of lightning (+22%) warrior's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% lightning defense ------ Armor +4 Resistance +22% lightning Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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. |
In main hand | Poltergeist's Eclipse (18-22 power, 4 apr, darkness element) Poltergeist's Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +10% Mind Crit +2% Spellpower +12 (+4 eff.) Damage +15% temporal +15% darkness +15% light +15% physical +4% all other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | rough leather gloves 'Vorolle' (0 def, 1 armour) rough leather gloves 'Vorolle' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +4 Wil offense ------ Mindpower +15 (+6 eff.) On-Hit 5 lightning Damage +4% lightning +6% mind defense ------ Armor +1 Resistance +6% lightning Life +20.00 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 | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 53.30 to 159.91 lightning damage (106.60 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | Tideravage (1 def, 0 armour) Tideravage (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +4 Mag offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +1 (+0 eff.) Resistance +3% cold +1% physical Life +30.00 other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Murkmalice' steel amulet 'Murkmalice'0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Cun +1 Mag offense ------ Spellpower/crit +2 Damage +6% darkness Ignore Armor +1 On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Defense +5 (+1 eff.) other ------- Stamina/turn +1.00 Mana/turn +0.20 Max mana +32.00 Max psi +20.00 Amulets make your neck look great! |
Inventory
shatter afflictions rune of the wizard (absorb 105; cd 20) shatter afflictions rune of the wizard (absorb 105; cd 20)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 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 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of willpower (+2) copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of time (+10%) copper ring of time (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% temporal defense ------ Resistance +10% temporal Rings make your fingers look great! |
Blazearc the elm vilestaff (10-12 power, 2 apr, fire element) =4 con= Blazearc the elm vilestaff (10-12 power, 2 apr, fire element) =4 con=5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Wil +4 Con offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +15% mind +28% fire defense ------ Defense +6 (+2 eff.) other ------- Light +3 See Invisibility +9 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 92.32 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+5 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+8 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Staff of Destruction (20-24 power, 4 apr, lightning element) Staff of Destruction (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Lightning Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+4 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
cruel elm starstaff (10-12 power, 2 apr, darkness element) cruel elm starstaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of fate (15-18 power, 3 apr, darkness element) shimmering ash starstaff of fate (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) other ------- Mana/turn +0.12 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Camedas' (20-24 power, 4 apr, darkness element) yew starstaff 'Camedas' (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Spell Crit +3% Physical Power +10 (+9 eff.) Spellpower +9 (+3 eff.) Damage +20% darkness +9% physical defense ------ Armor +4 Defense +8 (+2 eff.) other ------- Stamina/turn +1.00 Max stamina +20.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 124.33 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Yvynn' (20-24 power, 4 apr, darkness element) yew vilestaff 'Yvynn' (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Dex +2 Mag +5 Cun offense ------ Spell Crit +3% Spellpower +17 (+6 eff.) Damage +20% darkness +15% temporal defense ------ Resistance +5% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
insulating rough leather belt of the mystic insulating rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Resistance +6% fire +5% cold Mind save +6 (+2 eff.) A belt that goes around your waist. |
nightruned rough leather belt nightruned rough leather belt1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +6% light +6% darkness A belt that goes around your waist. |
Brodylathavon (1 def, 0 armour) Brodylathavon (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Critical power +5.00% Mindpower +15 (+6 eff.) defense ------ Defense +1 (+0 eff.) Physical save +3 (+1 eff.) Life +30.00 other ------- Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonytaint (1 def, 0 armour) Ebonytaint (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Damage +15% darkness Ignore resists +5% nature When Hit 4 nature defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of battle (2 def, 0 armour) resilient cashmere cloak of battle (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +2 (+2 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -2% Life +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeribrekira the Glarequell (0 def, 0 armour) Aeribrekira the Glarequell (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +11% lightning +3% darkness +9% light +3% nature Ignore resists +5% darkness +10% light When Hit 2 light defense ------ Resistance +16% lightning +7% all other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branoneg (0 def, 0 armour) Branoneg (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +3 Str +5 Dex offense ------ Critical power +10.00% Damage +13% lightning defense ------ Resistance +19% lightning +9% all Mind save +18 (+6 eff.) other ------- Hate-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of light (+16%) (0 def, 0 armour) linen robe of light (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +16% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) =fast asf= Eden's Guile (2 def, 1 armour) =fast asf=2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 52% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Radhytir (0 def, 1 armour) Radhytir (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Mag +2 Wil +3 Cun offense ------ Spell Crit +2% Damage +6% arcane +3% blight defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+2 eff.) other ------- Mana-on-crit +1.00 Max mana +60.00 A pair of boots made of leather. |
pair of rough leather boots 'Glimmerwither' (0 def, 1 armour) =3 con= pair of rough leather boots 'Glimmerwither' (0 def, 1 armour) =3 con=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Ignore resists +15% light When Hit 2 arcane defense ------ Armor +1 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +30.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Torchquench (0 def, 2 armour) Torchquench (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 10 darkness Damage +3% darkness +3% fire Ignore resists +10% blight defense ------ Armor +2 Fatigue +3% Resistance +3% acid +8% darkness +3% blight Mind save +18 (+6 eff.) Pinning Resist +20% 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. |
blighted hardened leather gloves of spellstriking (0 def, 2 armour) =after urkis?= blighted hardened leather gloves of spellstriking (0 def, 2 armour) =after urkis?=1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +5 (+2 eff.) On-Hit 8 arcane 5 blight Damage +5% arcane +3% blight defense ------ Armor +2 Resistance +5% arcane +8% blight 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. |
Adath the Splendourraider (0 def, 3 armour) =3 con= Adath the Splendourraider (0 def, 3 armour) =3 con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +18% light Ignore resists +5% light On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lightkin the rough leather cap (0 def, 1 armour) =4 con= Lightkin the rough leather cap (0 def, 1 armour) =4 con=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +4 Wil +2 Cun +4 Con offense ------ Physical Power +6 (+6 eff.) Ignore resists +10% light defense ------ Armor +1 Fatigue +1% Resistance +5% physical Physical save +5 (+2 eff.) A cap made of leather. |
grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal A cap made of leather. |
linen wizard hat 'Cyrirata' (1 def, 0 armour) linen wizard hat 'Cyrirata' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% acid Accuracy +5 (+5 eff.) defense ------ Defense +1 (+0 eff.) Resistance +16% acid +2% physical +3% cold +3% lightning Unlife -20.00 life other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Yvunn' (0 def, 1 armour) rough leather cap 'Yvunn' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +1% defense ------ Armor +1 Fatigue +1% Resistance +11% light +11% darkness other ------- Hate-on-crit +2.00 Max hate +6.00 Max psi +20.00 A cap made of leather. |
Skin of Many (12 def, 6 armour) =4 con= Skin of Many (12 def, 6 armour) =4 con=9.0 Encumbrance T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
5 agate 5 agate0.0 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. |
117 alchemist agate 117 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 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. |
opal opal0.0 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. |
7 topaz 7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 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. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Alidradir Alidradir2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Damage +6% acid Ignore resists +10% acid When Hit 2 mind 2 acid defense ------ Resistance +9% acid +9% mind +3% all Spell save +5 (+3 eff.) 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. |
Wintertide Phial Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Urthuthel' brass lantern 'Urthuthel'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% mind defense ------ Defense +5 (+1 eff.) Resistance +12% fire Physical save +6 (+3 eff.) Healmod +11% Poison Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 335/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Emyth the iron torque of mindblast [power 105] (15 cooldown) Emyth the iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +3% mind Crit Resistance 10.00% Blind Resist +20% Cut Resist +10% Blast the opponent's mind dealing 119 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (15 cooldown) iron torque of mindblast [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.0 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 quartz 2 quartz0.0 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. |
13 ametrine 13 ametrine0.0 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. |
11 citrine 11 citrine0.0 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. |
6 zircon 6 zircon0.0 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Achievements
By Azeek the Yeek Anorithil level 18
18th Regrowth 123rd year of Ascendancy at 16:59 see stats
By Azeek the Yeek Anorithil level 21
74th Regrowth 123rd year of Ascendancy at 20:56 see stats
By Azeek the Yeek Anorithil level 27
31st Dusk 123rd year of Ascendancy at 20:59 see stats
By Azeek the Yeek Anorithil level 10
31st Haze 122nd year of Ascendancy at 06:08 see stats
By Azeek the Yeek Anorithil level 20
52nd Regrowth 123rd year of Ascendancy at 12:47 see stats
By Azeek the Yeek Anorithil level 12
33rd Haze 122nd year of Ascendancy at 08:08 see stats
By Azeek the Yeek Anorithil level 26
3rd Mirth 123rd year of Ascendancy at 21:33 see stats
By Azeek the Yeek Anorithil level 12
58th Haze 122nd year of Ascendancy at 16:55 see stats
By Azeek the Yeek Anorithil level 26
3rd Mirth 123rd year of Ascendancy at 08:42 see stats
By Azeek the Yeek Anorithil level 20
53rd Regrowth 123rd year of Ascendancy at 02:46 see stats
Log
Today is the 32nd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
A shield forms around Azeek.