
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.4.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Berserker |
| Level / Exp | 34 / 21% |
| Size | small |
| Lifes / Deaths | Killed by great gladiator at level 34 on the 79th Pyre 122nd year of Ascendancy at 16:38 6 / 1 |
Primary Stats
| Strength | 60 (base 55) |
| Dexterity | 31 (base 20) |
| Constitution | 45 (base 40) |
| Magic | 16 (base 10) |
| Willpower | 33 (base 32) |
| Cunning | 20 (base 14) |
Resources
| Life | -60/1280 |
| Stamina | 56/236 |
| Healing Factor | 1 |
| Regeneration | 102.01646725537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 61 |
| Crit Chance | 82% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 66.65 (100%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 22 |
| Physical Save | 28 |
| Spell Save | 44 |
| Mental Save | 19 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 81% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 56% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 22% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 57 damage for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 11 turns. While Heroism is active, you will only die when reaching -491 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 52%. Berserker Rage |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's skin reacts to damage, granting 29 armour and 40% armour hardiness. Thorny Skin |
| beneficial effect | A flow of life spins around the target, regenerating 68.20 life per turn. Regeneration |
| detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 14. Battle Cry |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 30% (based on Cunning), costing 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. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | grounding dwarven-steel helm (0 def, 4 armour) grounding dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% lightning / +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | forceful ash totem of thorny skin [power 29] (18/20 cooldown) forceful ash totem of thorny skin [power 29] (18/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +7 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | wizard's gold ring of perseverance wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +2.30 Rings can have magical properties. |
| Around waist | insulating drakeskin leather belt of recklessness insulating drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes resistances: +10% fire / +10% cold Critical mult.: +9.00% A belt that goes around your waist. |
| In main hand | flaming steel battleaxe of massacre (26.5-39.75 power, 2 apr) flaming steel battleaxe of massacre (26.5-39.75 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed battleaxes. |
| On hands | umbral rough leather gloves of strength (+3) (0 def, 1 armour) umbral rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 darkness Changes stats: +3 Str Changes resistances: +6% darkness Changes damage: +4% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+7 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 19.27 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | shadow cashmere cloak of the Shaloren (2 def, 0 armour) shadow cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Mag / +1 Wil Changes resistances: +10% darkness Changes resistances penetration: +6% darkness Changes damage: +10% darkness Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet of dexterity (+5) gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Amulets can have magical properties. |
Inventory
savior's steel ring of nature (+24%) savior's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Wil Mindpower: +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring of frost (+20%) titan's copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +4 (+2 eff.) Rings can have magical properties. |
inquisitor's voratun greatmaul of torment (67-100.5 power, 4 apr) inquisitor's voratun greatmaul of torment (67-100.5 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn * 20% chance to torment the target On weapon crit: * burns latent spell energy When wielded/worn: Changes resistances penetration: +14% mind / +17% darkness Massive two-handed mauls. |
inquisitor's voratun mace of crippling (46.5-65.1 power, 6 apr) inquisitor's voratun mace of crippling (46.5-65.1 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn On weapon crit: * burns latent spell energy * cripple the target When wielded/worn: Physical crit. chance: +9.0% Blunt and deadly. |
greater elven-wood magestaff of fate (25-30 power, 5 apr, cold element) greater elven-wood magestaff of fate (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Physical save: +12 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+5 eff.) Spellpower: +17 (+10 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
caustic orichalcum trident of projection (51.5-82.4 power, 16 apr) caustic orichalcum trident of projection (51.5-82.4 power, 16 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 21% chance to corrode armour Damage (Melee): +28 mind When wielded/worn: Changes resistances penetration: +13% acid Life regen: +3.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing voratun waraxe of vileness (39-54.6 power, 6 apr) arcing voratun waraxe of vileness (39-54.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 24% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +22 blight One-handed war axes. |
blurring rough leather belt of life blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+6 eff.) Stealth bonus: +5 Life regen: +0.90 Healing mod.: +12% A belt that goes around your waist. |
naturalist's drakeskin leather gloves of the verdant (0 def, 3 armour) naturalist's drakeskin leather gloves of the verdant (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 nature Changes resistances: +14% blight / +15% darkness / +20% arcane / +8% nature Changes damage: +4% nature Damage affinity(heal): +13% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +16 (+5 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis linen wizard hat (1 def, 0 armour) aegis linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Life regen: +2.30 Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bright dragonbone wand of firewall [power 305] (18/6 cooldown) bright dragonbone wand of firewall [power 305] (18/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to creates a wall of flames lasting 4 turns (dealing 305 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 9 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking dragonbone wand of conjuration [power 361] (18/10 cooldown) striking dragonbone wand of conjuration [power 361] (18/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +2 Strike It can be used to fire a bolt of a random element with (base) damage 180 to 361, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged dragonbone wand of conjuration [power 589] (18/13 cooldown) supercharged dragonbone wand of conjuration [power 589] (18/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 294 to 589, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic elven-wood wand of conjuration [power 331] (18/10 cooldown) volcanic elven-wood wand of conjuration [power 331] (18/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +1 Volcano It can be used to fire a bolt of a random element with (base) damage 166 to 331, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By Tommy Cheddar the Halfling Berserker level 17
76th Pyre 122nd year of Ascendancy at 02:25 see stats
Arena Battler 50
Got to wave 50 in the arena.By Tommy Cheddar the Halfling Berserker level 32
79th Pyre 122nd year of Ascendancy at 06:31 see stats
Level 10
Got a character to level 10.By Tommy Cheddar the Halfling Berserker level 10
75th Pyre 122nd year of Ascendancy at 02:38 see stats
Level 20
Got a character to level 20.By Tommy Cheddar the Halfling Berserker level 20
76th Pyre 122nd year of Ascendancy at 13:10 see stats
Level 30
Got a character to level 30.By Tommy Cheddar the Halfling Berserker level 30
78th Pyre 122nd year of Ascendancy at 15:15 see stats
Size matters
Did over 600 damage in one attack.By Tommy Cheddar the Halfling Berserker level 32
79th Pyre 122nd year of Ascendancy at 08:58 see stats
XXX the Destroyer
Earned the rank of Destroyer in the arena.By Tommy Cheddar the Halfling Berserker level 27
78th Pyre 122nd year of Ascendancy at 03:54 see stats
Log
Today is the 47th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 48th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 49th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 50th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 51st Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 52nd Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 53rd Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 54th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 55th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 56th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 57th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 58th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 59th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 60th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 61st Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 62nd Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 63rd Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 64th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 65th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 66th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 67th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 68th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
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Today is the 69th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 70th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Tommy Cheddar regains some of its will.
Tommy Cheddar is less thorny now.
Tommy Cheddar deactivates Berserker Rage.
Tommy Cheddar's rage subsides!
Tommy Cheddar no longer revels in blood quite so much.
Tommy Cheddar stops regenerating health quickly.
