











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.3 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 33 / 74% |
Size | big |
Lifes / Deaths | Killed by white wolf at level 2 on the 76th Pyre 122nd year of Ascendancy at 03:47 0 / 6Killed by Elyta the large brown snake at level 16 on the 16th Haze 122nd year of Ascendancy at 07:07 Killed by Horned Horror at level 16 on the 16th Haze 122nd year of Ascendancy at 17:13 Killed by Horned Horror at level 17 on the 35th Haze 122nd year of Ascendancy at 09:55 Killed by bandit lord at level 18 on the 36th Haze 122nd year of Ascendancy at 07:43 Killed by Greater Mummy Lord at level 24 on the 3rd Decay 122nd year of Ascendancy at 15:22 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 19.545467261063 (base 10) |
Constitution | 61.545467261063 (base 47) |
Magic | 28 (base 10) |
Willpower | 70.545467261063 (base 47) |
Cunning | 59.545467261063 (base 47) |
Resources
Life | 984/984 |
Hate | 99/117 |
Healing Factor | 1.316569203717 |
Regeneration | 22.504348748687 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 4 |
See Stealth | 8 |
See Invisible | 30.545467261063 |
Offense: Mainhand
Damage | 25 |
Accuracy | 41 |
Crit Chance | 21% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 41 |
Crit Chance | 21% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 16% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Cold | +35% |
Lightning | +37% |
Light | +32% |
Nature | +28% |
Darkness | +43% |
Physical | +32% |
Mind | +84% |
All | +24% |
Offense: Damage Penetration
Darkness | +9% |
Mind | +24% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 46 |
Mental Save | 57 |
Defense: Resistances
Acid | + 43%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 47%( 70%) |
All | + 40%( 70%) |
Darkness | + 73%( 82%) |
Light | + 31%( 70%) |
Physical | + 43%( 73%) |
Mind | + 56%( 70%) |
Lightning | + 48%( 70%) |
Fire | + 51%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 24% |
Knockback Resistance | 51% |
Confusion Resistance | 46% |
Fear Resistance | 51% |
Stun Resistance | 51% |
Instadeath Resistance | 100% |
Blind Resistance | 63% |
Inscriptions (4/4)
Runes | Effective talent level: 1.3 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.3 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 274 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.3 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 52 up to 4 times. |
Class Talents
Cursed / Darkness | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Shadows | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Punishments | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Fears | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cursed / Force of will | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cursed / One with shadows | 1.60 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Gesture of Pain |
talent | Chant of Fortitude |
talent | Deflection |
talent | Call Shadows |
talent | Shadows Empathy |
talent | Shadow Decoy |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.3)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +10 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 73% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.7% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +12% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 21% for 3 turns. |
beneficial effect | Guarding against melee damage: Will dismiss up to 7 damage from the next 1.5 attack(s) with a 5% chance to counterattack. Guarded |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+21% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +6 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 82 mind and 63 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 127 Mind damage, and deal 98 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Othssa is feeding from Training Dummy. Feeding |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+38% chance to avoid traps). Power 2+: -1 Luck, +6 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by mountain troll thunderer. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 302. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -8% Changes stats: +3 Mag Changes resistances penetration: +25% temporal Changes damage: +6% mind Maximum encumbrance: +26 Physical save: +7 (+3 eff.) Psi when hit: +0.12 Maximum psi: +10.00 Lowers spell cool-downs by: 10% Movement speed: +25% Curse of Madness A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Blindness immunity: +27% Confusion immunity: +12% Light radius: +11 See stealth: +8 See invisible: +10 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 137.61 light damage. At talent level 3 you gain 21% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% cold / +11% mind / +5% fire Changes damage: +11% mind Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +6% nature Changes damage: +4% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes resistances: +6% lightning Changes resistances penetration: +15% mind Changes damage: +12% mind Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% It can be used to blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Changes resistances: +9% fire / +15% mind / +5% arcane Changes damage: +15% mind Critical mult.: +20.00% Spell save: +3 (+1 eff.) Blindness immunity: +20% Disarm immunity: +20% Curse of Madness Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 35 Damage (Melee): 5 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 35 Damage (Ranged): 14 physical Changes stats: +5 Mag / +5 Wil / +1 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+4 eff.) Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +15 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +16% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +9% mind / +9% darkness Changes damage: +11% mind / +16% darkness Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.10 Maximum hate: +6.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune 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. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +4 (+4 eff.) Changes stats: +6 Cun Changes damage: +3% darkness Critical mult.: +15.00% Spell save: +11 (+4 eff.) Mental save: +9 (+3 eff.) Maximum life: +100.00 Mindpower: +10 (+3 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +33 (+14 eff.) Changes damage: +13% lightning / +11% cold / +5% mind / +8% physical Pinning immunity: +24% Psi when firing a critical mind attack: +3.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +8% Curse of Shrouds 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% acid / +5% fire / +7% lightning / +7% cold Physical save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -50.00 life Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +13% darkness / +14% mind / +9% all Changes damage: +7% all Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+6 eff.) Spellpower: +12 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 arcane, 3 physical, 4 mind, 3 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 8 physical Changes stats: +3 Dex / +3 Wil Changes damage: +9% acid / +15% physical Physical save: +9 (+3 eff.) Maximum stamina: +20.00 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% blight / +17% nature / +6% light Physical save: +10 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Poison immunity: +23% Disease immunity: +23% Hate when firing a critical mind attack: +2.00 Curse of Corpses Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Shrouds Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Curse of Nightmares Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +20% Maximum life: +26.00 Curse of Corpses Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+6 eff.) Spellpower: +7 (+4 eff.) Mindpower: +5 (+1 eff.) Curse of Misfortune Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+6 eff.) Spellpower: +7 (+4 eff.) Mindpower: +7 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Nightmares Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.5 - 48.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 18 * 25% chance for lightning to strike from the target to a second target dealing 57 damage Damage (Melee): +9 blight When wielded/worn: Changes stats: +1 Str Physical save: +3 (+1 eff.) Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses Massive two-handed swords. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 42 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Str / +1 Cun / +1 Con Changes resistances: +3% blight Life regen: +0.80 Maximum life: +13.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 4 darkness Changes damage: +3% mind / +2% darkness Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune 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. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% mind Changes resistances penetration: +3% mind Changes damage: +2% mind Spell save: +4 (+1 eff.) Psi when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +9% Curse of Shrouds 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. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +1 Cun / +2 Con Changes damage: +6% mind Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +20% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+5 eff.) Changes stats: +5 Wil Changes resistances penetration: +5% lightning Changes damage: +9% cold Spell save: +8 (+3 eff.) Psi when hit: +0.04 Mindpower: +10 (+3 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +34.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +33.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +16% darkness / +12% mind / +11% all Changes damage: +8% all Physical save: +13 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +22 (+6 eff.) Spellpower: +12 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% mind / +7% all Changes damage: +11% mind Mental save: +15 (+5 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +6% cold Curse of Misfortune A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Lck / +5 Dex Stealth bonus: +8 Movement speed: +25% Curse of Nightmares A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +25% Curse of Nightmares A pair of boots made of leather. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 light Changes resistances: +6% light Changes damage: +4% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Misfortune Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() 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: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 63% Damage when hit (Melee): 4 nature Changes resistances: +15% acid / +3% nature Changes damage: +3% fire Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+5 eff.) Changes stats: +9 Wil Changes damage: +8% mind Critical mult.: +12.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Light radius: +4 See stealth: +5 See invisible: +10 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 Activation costs 202 power out of 265/400. 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) Activation costs 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 / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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 Othssa the Cornac Doomed level 33
27th Pyre 123rd year of Ascendancy at 12:07 see stats
By Othssa the Cornac Doomed level 32
78th Regrowth 123rd year of Ascendancy at 00:37 see stats
By Othssa the Cornac Doomed level 27
44th Regrowth 123rd year of Ascendancy at 13:15 see stats
By Othssa the Cornac Doomed level 15
54th Dusk 122nd year of Ascendancy at 16:47 see stats
By Othssa the Cornac Doomed level 20
45th Haze 122nd year of Ascendancy at 17:24 see stats
By Othssa the Cornac Doomed level 18
44th Haze 122nd year of Ascendancy at 13:26 see stats
By Othssa the Cornac Doomed level 28
59th Regrowth 123rd year of Ascendancy at 11:32 see stats
By Othssa the Cornac Doomed level 21
57th Haze 122nd year of Ascendancy at 06:23 see stats
By Othssa the Cornac Doomed level 10
6th Mirth 122nd year of Ascendancy at 10:27 see stats
By Othssa the Cornac Doomed level 20
45th Haze 122nd year of Ascendancy at 00:46 see stats
By Othssa the Cornac Doomed level 30
72nd Regrowth 123rd year of Ascendancy at 11:49 see stats
By Othssa the Cornac Doomed level 14
24th Dusk 122nd year of Ascendancy at 01:28 see stats
By Othssa the Cornac Doomed level 33
30th Pyre 123rd year of Ascendancy at 11:34 see stats
By Othssa the Cornac Doomed level 9
3rd Mirth 122nd year of Ascendancy at 14:06 see stats
By Othssa the Cornac Doomed level 29
68th Regrowth 123rd year of Ascendancy at 17:11 see stats
By Othssa the Cornac Doomed level 21
74th Haze 122nd year of Ascendancy at 21:56 see stats
By Othssa the Cornac Doomed level 9
5th Mirth 122nd year of Ascendancy at 07:13 see stats
By Othssa the Cornac Doomed level 28
59th Regrowth 123rd year of Ascendancy at 06:39 see stats
By Othssa the Cornac Doomed level 18
36th Haze 122nd year of Ascendancy at 22:26 see stats
By Othssa the Cornac Doomed level 31
77th Regrowth 123rd year of Ascendancy at 01:05 see stats
Log
Shadow casts Phase Door.
Shadow casts Phase Door.
Today is the 32nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 16:51.
Othssa deactivates Gesture of Pain.
Othssa deactivates Shadows Empathy.
Othssa deactivates Shadow Decoy.
Othssa deactivates Deflection.
Othssa deactivates Call Shadows.
Othssa deactivates Chant of Fortitude.