












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Possessor |
Level / Exp | 29 / 44% |
Size | medium |
Lifes / Deaths | Killed by thief at level 3 on the 77th Pyre 122nd year of Ascendancy at 07:58 2 / 4Killed by Islara the rattlesnake at level 7 on the 7th Mirth 122nd year of Ascendancy at 14:45 Killed by Vorynor the sandworm at level 23 on the 6th Haze 122nd year of Ascendancy at 04:06 Killed by plobby at level 24 on the 7th Haze 122nd year of Ascendancy at 00:49 |
Primary Stats
Strength | 92 (base 56) |
Dexterity | 22 (base 12) |
Constitution | 30 (base 10) |
Magic | 20 (base 10) |
Willpower | 66 (base 56) |
Cunning | 28 (base 12) |
Resources
Life | 365/369 |
Psi | 304/304 |
Healing Factor | 1.1592147729953 |
Regeneration | 0.28980369324883 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -3.9745984281581E-12% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 43.827624371925 |
See Invisible | 46.827624371925 |
Offense: Mainhand
Damage | 120 |
Accuracy | 50 |
Crit Chance | 9% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 63 |
Crit Chance | 9% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Mind | +19% |
Nature | +11% |
Darkness | +27% |
Physical | +6% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Fire | +10% |
Nature | +15% |
Mind | +13% |
Physical | +15% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 28 |
Mental Save | 35 |
Defense: Resistances
Acid | + 26%( 70%) |
Physical | + 19%( 70%) |
Cold | + 20%( 70%) |
All | + 12%( 70%) |
Darkness | + 23%( 70%) |
Light | + 24%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 20%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 15%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Confusion Resistance | 56% |
Teleport Resistance | 10% |
Blind Resistance | 27% |
Silence Resistance | 32% |
Disarm Resistance | 32% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 415 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 688% 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Psionic / Body snatcher | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Solipsism | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic blows | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Generic Talents
Psionic / Mentalism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Channel Pain |
talent | Psionic Disruption |
talent | Force Shield |
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 warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 pouch of luminous horror dust. * You've found the needed orc heart. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex +2 Con dps ---------- Dmg.mod +6% physical Melee Ret 6 physical ----- def ----- Armour +1 Resists +3% temporal Silence- +22% Confus- +21% Stun/Frz- +20% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +8 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 | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +6% temporal +19% nature Confus- +10% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +4 (+1 eff.) Melee+ 7 cold 13 darkness 16 mind Dmg.mod +6% darkness +3% cold Res.pen +5% cold Melee Ret 6 cold On Hit (Melee): * 12% chance to reduce all saves and defense by 35 * 10% chance to reduce damage dealt by 28% ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Mind.save -13 (-6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +3 Mag +9 Con dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +9% lightning ----- def ----- Defense +5 (+1 eff.) Spell.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Max.stam +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 30 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning +10% mind +14% light +13% darkness Blind- +28% Confus- +26% Stun/Frz- +23% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Random Unique] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.5% Atk.spd 100% On Crit.r2 +4 physical +45 fire While equipped: Stats +8 Str +6 Dex +7 Mag +5 Wil +7 Cun +6 Con dps ---------- All.spd +4% Dmg.mod +6% darkness Res.pen +15% physical +10% fire Acc +10 (+3 eff.) ----- def ----- Defense +22 (+7 eff.) Resists +2% physical Disarm- +32% Sharp, long, and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Con dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Armour +13 Defense +26 (+8 eff.) Resists +2% physical Phys.save +29 (+10 eff.) Mind.save +10 (+5 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +12 nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 3 lightning 4 physical 3 cold 3 acid 3 fire Dmg.mod +10% mind +5% darkness Res.pen +6% mind +5% darkness +15% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +3% lightning +4% physical +4% cold +4% fire +4% acid Mind.save +4 (+2 eff.) ---------- misc Max.hate +4.00 Max.psi +10.00 Talents +1 Attune Mindstar 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% Phys.save +3 (+1 eff.) Max.HP +80.00 Disease- +20% Silence- +10% Stun/Frz- +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind Res.pen +7% mind ----- def ----- Resists +9% all ---------- misc Psi/turn +0.42 Max.psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 836% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +1 Dex dps ---------- Dmg.mod +3% darkness ----- def ----- Fatigue -5% Resists +22% fire +22% cold HP.reg +2.00 ---------- misc Infravis +2 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Mag +8 Wil +5 Cun dps ---------- Crit.mult +10.00% Spell.pwr +15 (+8 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Mind.crit +4% Phys.pwr +10 (+3 eff.) Res.pen +25% mind +10% light ----- def ----- Armour +12 Resists +2% physical Phys.save +6 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +9 Cun +9 Dex dps ---------- Dmg.mod +11% mind +3% nature Res.pen +10% mind +15% nature Acc +12 (+4 eff.) ----- def ----- Resists +11% mind Mind.save +6 (+3 eff.) Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Poison- +11% Disease- +12% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane/Psionic Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 mind On Hit: * 16% chance to reduce all saves and defense by 35 While equipped: Stats +3 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +9 (+5 eff.) Massive two-handed mauls. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Master/Psionic Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+3 eff.) ----- def ----- Armour +2 Resists +6% blight HP.reg +4.00 Heal.mod +5% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Disrupt/Psionic Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 mind Against +7% Unnatural On Hit: * 11% chance to reduce all saves and defense by 35 While equipped: Stats +2 Cun +3 Wil Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit.r1 +4 physical While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 3 mind 3 darkness Dmg.mod +3% cold +3% mind +3% darkness Res.pen +5% cold +10% physical ----- def ----- Resists +12% cold ---------- misc Max.stam +10.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +8 light While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +3% Phys.pwr +30 (+7 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +7% lightning +18% physical +4% cold Res.pen +4% physical ----- def ----- Defense +9 (+3 eff.) Resists +4% physical Mind.save +4 (+2 eff.) Pinning- +15% ---------- misc Max.psi +19.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% acid ----- def ----- Defense +5 (+1 eff.) One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +3% mind ----- def ----- Resists +6% lightning +6% temporal +3% light ---------- misc Light +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +7 Cun +5 Lck dps ---------- Against +16% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +6 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 ----- def ----- 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. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 39.29 to 49.11 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature +15% mind Res.pen +10% acid ----- def ----- Armour +3 Fatigue +2% Resists +18% acid +6% fire +3% nature +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% mind +15% nature Melee Ret 2 nature ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 4.5 Pwr.cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 84.21 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% lightning Phys.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Heal.mod +15% Disarm- +20% 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Wil +5 Con dps ---------- Mind.pwr +30 (+8 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 2.5 Pwr.cost 9 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 75.72 to 227.16 lightning damage (151.44 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +20.00% Phys.pwr +20 (+5 eff.) Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 63% ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +17% lightning +3% nature ---------- misc Max.stam +10.00 A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +15% physical On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +8% Resists +9% nature Phys.save +6 (+2 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +6% Phys.save +6 (+2 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Dex +3 Mag +5 Wil +4 Cun dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) S.pwr/crit +6 Dmg.mod +3% arcane +3% blight Melee Ret 4 blight ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% cold Max.HP +34.00 ---------- misc Mana/turn +0.08 A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +12 fire +10 light +12 darkness While equipped: Stats +2 Str +6 Mag +3 Cun dps ---------- Dmg.mod +12% light +12% darkness Melee Ret 3 fire ----- def ----- Armour +6 Fatigue +8% Resists +11% fire +12% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind +3% temporal Res.pen +5% temporal Melee Ret 2 arcane ----- def ----- Resists +6% mind Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +9 See.Invis +6 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 343/400 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 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By plobby the Cornac Possessor level 10
6th Dusk 122nd year of Ascendancy at 00:34 see stats
By plobby the Cornac Possessor level 24
7th Haze 122nd year of Ascendancy at 00:02 see stats
By plobby the Cornac Possessor level 21
1st Time of Equilibrium 122nd year of Ascendancy at 00:20 see stats
By plobby the Cornac Possessor level 10
10th Mirth 122nd year of Ascendancy at 00:03 see stats
By plobby the Cornac Possessor level 20
51st Dusk 122nd year of Ascendancy at 03:26 see stats
By plobby the Cornac Possessor level 25
35th Haze 122nd year of Ascendancy at 15:21 see stats
By plobby the Cornac Possessor level 20
51st Dusk 122nd year of Ascendancy at 07:28 see stats
By plobby the Cornac Possessor level 17
42nd Dusk 122nd year of Ascendancy at 03:10 see stats
By plobby the Cornac Possessor level 10
10th Mirth 122nd year of Ascendancy at 21:03 see stats
By plobby the Cornac Possessor level 24
12nd Haze 122nd year of Ascendancy at 23:09 see stats
By plobby the Cornac Possessor level 6
1st Mirth 122nd year of Ascendancy at 19:46 see stats
By plobby the Cornac Possessor level 23
6th Haze 122nd year of Ascendancy at 01:38 see stats
By plobby the Cornac Possessor level 18
44th Dusk 122nd year of Ascendancy at 04:44 see stats
Log
You gain 21.67 gold from the transmogrification of Foglash the steel waraxe (14-20 power, 3 apr).
You gain 9.72 gold from the transmogrification of penetrating stralite steamgun of piercing.
You gain 5.30 gold from the transmogrification of mighty dwarven-steel steamgun.
You gain 6.70 gold from the transmogrification of infernal yew starstaff (20-24 power, 4 apr, darkness element).
You gain 6.17 gold from the transmogrification of infernal ash vilestaff (15-18 power, 3 apr, acid element).
You gain 15.84 gold from the transmogrification of Oozesteel the ash magestaff (15-18 power, 3 apr, cold element).
You gain 19.67 gold from the transmogrification of Delasarion.
You gain 2.44 gold from the transmogrification of nature's vined mindstar of life (5-5 power, 18 apr, mind damage).
You gain 23.37 gold from the transmogrification of steel mace 'Samikalthoblek' (11-16 power, 3 apr).
You gain 2.04 gold from the transmogrification of iron longsword of paradox (11-15 power, 2 apr).
You gain 3.25 gold from the transmogrification of stralite greatsword of corruption (50-80 power, 3 apr).
You gain 2.35 gold from the transmogrification of steel greatsword of daylight (23-36 power, 2 apr).
You gain 2.72 gold from the transmogrification of arcing steel dagger of daylight (12-16 power, 6 apr).
You gain 9.88 gold from the transmogrification of Arthuroddarach the Obsidiankill (29-37 power, 7 apr).
You gain 15.00 gold from the transmogrification of Daneth's Neckguard.
You gain 1.03 gold from the transmogrification of teleportation rune of the duelist (range 46; cd 17).
You gain 0.53 gold from the transmogrification of teleportation rune (range 25; cd 12).
You gain 1.91 gold from the transmogrification of acid wave rune of the duelist (damage 131; dur 4; cd 19).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; mental; dur 2; cd 14).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60; 12 cd).
You gain 4.49 gold from the transmogrification of heroism infusion of the warrior (die at -585; dur 6; cd 31).
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.