





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 20 / 47% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 15 (base 10) |
Constitution | 33 (base 28) |
Magic | 50 (base 48) |
Willpower | 51 (base 48) |
Cunning | 53 (base 48) |
Resources
Life | 1155/1155 |
Mana | 867/907 |
Stamina | 620/640 |
Paradox | 300 |
Healing Factor | 1.1699507389162 |
Regeneration | 10.822044334975 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +180.43400044354% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 15 |
See Stealth | 119.51860405091 |
See Invisible | 147.23734220896 |
Offense: Mainhand
Damage | 23 |
Accuracy | 32 |
Crit Chance | 68% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 200 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 57% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Physical | +20% |
Cold | +9% |
Lightning | +24% |
Darkness | +10% |
Arcane | +24% |
Mind | +9% |
Fire | +9% |
Nature | +22% |
Offense: Damage Penetration
Mind | +10% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 34 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 39 |
Mental Save | 35 |
Defense: Resistances
Acid | +100%(155%) |
Arcane | +100%(155%) |
Mind | + 99%(155%) |
Darkness | + 99%(155%) |
Lightning | +100%(155%) |
Light | + 89%(155%) |
Temporal | + 99%(155%) |
Physical | + 99%(155%) |
Cold | + 99%(155%) |
Fire | + 99%(155%) |
Nature | + 99%(155%) |
Defense: Immunities
Pinning Resistance | 100% |
Silence Resistance | 15% |
Bleed Resistance | 90% |
Confusion Resistance | 70% |
Knockback Resistance | 90% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 5% |
Inscriptions (3/10)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: -7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 3.00 |
| 1/5 |
| 1/5 |
| 20/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Phantasm | 1.30 |
| 10/5 |
| 1/5 |
| 1/5 |
| 15/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 20/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 2.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 3.00 |
| 5/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Divination | 2.00 |
| 15/5 |
| 10/5 |
| 15/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 20/5 |
| 15/5 |
| 20/5 |
| 0/5 |
Spell / Conveyance | 15.00 |
| 9/5 |
| 15/5 |
| 10/5 |
| 10/5 |
Effects
talent | Daunting Presence |
talent | Premonition |
talent | Shielding |
talent | Feather Wind |
talent | Spellcraft |
talent | Keen Senses |
talent | Arcane Shield |
talent | Arcane Power |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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 gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. | 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 |
Equipment
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con / +6 Lck Changes resistances: +3% mind / +6% acid Trap disarming bonus: +8 Stealth bonus: +6 Physical save: +5 (+3 eff.) Spell save: +9 (+3 eff.) Blindness immunity: +5% Silence immunity: +15% Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +16 blight / +12 mind When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 10% chance to disease Changes resistances penetration: +10% mind Changes damage: +15% lightning / +9% mind Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +12 (+4 eff.) Spell crit. chance: +9% It can be used to unleash an elemental blastwave, dealing 22.57 to 27.09 lightning damage in a radius 3 around the user, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 129.83 physical damage to all targets in line, and inflicting bleeding for another 64.92 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to blind When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% lightning / +6% temporal / +3% fire Changes damage: +10% light Talent granted: +1 Command Staff Physical save: +16 (+8 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +5% Spellpower: +3 (+1 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 16 arcane Changes damage: +10% darkness Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 4% * 3 arcane resource burn Changes resistances: +10% mind Changes damage: +10% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 cold Changes stats: +7 Str / +3 Dex / +1 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +7% cold Changes resistances penetration: +15% blight Changes damage: +6% cold Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +7 (+4 eff.) Disarm immunity: +38% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+2 eff.) Damage Shield penetration: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +1 Wil / +3 Mag Changes resistances: +9% acid / +34% fire Changes resistances penetration: +10% acid Changes damage: +6% acid See invisible: +6 A suit of armour made of mail. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +2 Wil Changes resistances: +38% acid / +13% fire Changes resistances penetration: +20% acid Mindpower: +4 (+2 eff.) A suit of armour made of metal plates. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+3 eff.) Armour: +9 Armour Hardiness: +6% Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes resistances: +14% physical Talent granted: +2 Block Light radius: +2 Handheld deflection devices. |
![]() Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +19.0% Capacity: 23 On weapon hit: * disrupts spell-casting On weapon crit: * cripple the target Damage (Ranged): +11 nature / +15 temporal Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 darkness Damage against: +17% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 44 power out of 70/70) : Effective talent level: 2.0 Power cost: 44 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 36.44 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 127 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Charlotte the Shalore Archmage level 10
78th Pyre 122nd year of Ascendancy at 01:56 see stats
By Charlotte the Shalore Archmage level 20
1st Summertide 122nd year of Ascendancy at 18:25 see stats
By Charlotte the Shalore Archmage level 3
74th Pyre 122nd year of Ascendancy at 20:24 see stats
By Charlotte the Shalore Archmage level 7
77th Pyre 122nd year of Ascendancy at 11:40 see stats
Log
Today is the 2nd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:58.
Today is the 3rd Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:48.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Charlotte deactivates Daunting Presence.
Charlotte activates Daunting Presence.
Charlotte deactivates Arcane Shield.
Charlotte activates Arcane Shield.
Charlotte deactivates Arcane Power.
Charlotte activates Arcane Power.
Charlotte deactivates Feather Wind.
Charlotte activates Feather Wind.
Charlotte deactivates Spellcraft.
Charlotte activates Spellcraft.
Charlotte deactivates Keen Senses.
Charlotte activates Keen Senses.
Charlotte deactivates Shielding.
Charlotte activates Shielding.
Charlotte deactivates Premonition.
Charlotte activates Premonition.
Charlotte deactivates Feather Wind.
Charlotte deactivates Daunting Presence.
Charlotte deactivates Shielding.
Charlotte deactivates Keen Senses.
Charlotte deactivates Premonition.
Charlotte deactivates Arcane Shield.
Charlotte deactivates Arcane Power.
Charlotte deactivates Spellcraft.