










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Temporal Warden |
| Level / Exp | 47 / 55% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 67 (base 60) |
| Constitution | 29 (base 26) |
| Magic | 68 (base 60) |
| Willpower | 38 (base 37) |
| Cunning | 24 (base 17) |
Resources
| Life | 1196/1200 |
| Paradox | 327 |
| Healing Factor | 1.143216080402 |
| Regeneration | 0.2858040201005 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 27.01454764277 |
| See Invisible | 25.01454764277 |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 47 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +20% |
| Lightning | +5% |
| Light | +10% |
| Temporal | +8% |
| Blight | +7% |
| Physical | +9% |
| Fire | +6% |
| Acid | +7% |
Offense: Damage Penetration
| Physical | +7% |
| Darkness | +8% |
| Mind | +5% |
| Temporal | +6% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 39 |
| Ranged Defense | 41 |
| Fatigue | 3 |
| Physical Save | 24 |
| Spell Save | 38 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 11%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 53%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Blade Threading | 1.51 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Race / Higher | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Phase Pulse |
| talent | Contingency |
| talent | Weapon Folding |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | wanderer's pair of hardened leather boots of uncanny dodging (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +15 (+8 eff.) Mental save: +15 (+7 eff.) A pair of boots made of leather. |
| Light source | 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 | linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Infravision radius: +3 See stealth: +7 See invisible: +5 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 40%, and attempts to push all creatures other than yourself out of its radius, inflicting 8.75 light damage and 7.96 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | blighted hardened leather gloves of strength (+2) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +2 Damage (Melee): 10 blight Changes stats: +2 Str Changes resistances: +7% blight Changes damage: +7% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | arcane elven-wood wand of firewall [power 229] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting 4 turns (dealing 243 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
| On fingers | marksman's steel ring of frost (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances: +28% cold Changes damage: +14% cold Rings can have magical properties. |
| Around neck | archmage's stralite amulet of mastery (0.21 Chronomancy / Blade Threading)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +7% acid / +6% fire / +6% cold / +5% lightning Talent mastery: +0.21 Chronomancy / Blade Threading Spellpower: +4 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
| In main hand | chilling stralite longsword of torment (33-46.2 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +11 cold When wielded/worn: Changes resistances penetration: +5% mind / +8% darkness Sharp, long, and deadly. |
| Around waist | rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Cloak | thick elven-silk cloak of Eldoral (3 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances: +23% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | ancient woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +6% temporal / +7% physical Changes damage: +8% temporal / +9% physical Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the wizard (+16 for 10 turns, die at -708)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 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 16 for 10 turns. While Heroism is active, you will only die when reaching -708 life. 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. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (364% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 364% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 126 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 126 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 260 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 60 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 306 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 306 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
voratun amulet of mastery (0.39 Chronomancy / Fate Weaving)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.39 Chronomancy / Fate Weaving Amulets can have magical properties. |
gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +25% Pinning immunity: +21% Knockback immunity: +25% Maximum life: +20.00 Rings can have magical properties. |
mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. |
insidious steel dagger (13.5-17.55 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 insidious poison Sharp, short and deadly. |
gifted living mindstar of sand (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 18 physical Changes resistances: +19% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Mindpower: +20 (+10 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
flaming orichalcum trident of torment (53.5-85.6 power, 16 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +7 fire When wielded/worn: Changes resistances penetration: +14% mind / +14% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of projection (54-86.4 power, 16 apr)Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
voratun waraxe (41-57.4 power, 6 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Mental save: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blighted hardened leather gloves of magic (+2) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 blight Changes stats: +2 Mag Changes resistances: +6% blight Changes damage: +5% arcane / +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
icy quiver of ash arrows of accuracy (10/19, 22.5-31.5 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 Damage (Ranged): +11 cold Arrows are used with bows to pierce your foes to death. |
icy quiver of elven-wood arrows (22/25, 42.5-59.5 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 25 Damage (Ranged): +12 cold Arrows are used with bows to pierce your foes to death. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Nightmare (Adventure) difficulty)
Got to wave 20 in the arena.By Rariin the Higher Temporal Warden level 27
76th Pyre 122nd year of Ascendancy at 15:31 see stats
Arena Battler 50 (Nightmare (Adventure) difficulty)
Got to wave 50 in the arena.By Rariin the Higher Temporal Warden level 42
79th Pyre 122nd year of Ascendancy at 19:28 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rariin the Higher Temporal Warden level 10
74th Pyre 122nd year of Ascendancy at 20:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Rariin the Higher Temporal Warden level 20
75th Pyre 122nd year of Ascendancy at 18:20 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Rariin the Higher Temporal Warden level 30
77th Pyre 122nd year of Ascendancy at 04:41 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Rariin the Higher Temporal Warden level 40
79th Pyre 122nd year of Ascendancy at 02:00 see stats
Master of Arena (Nightmare (Adventure) difficulty)
Became the new master of the arena in 60-wave mode.By Rariin the Higher Temporal Warden level 47
1st Mirth 122nd year of Ascendancy at 20:19 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Rariin the Higher Temporal Warden level 37
78th Pyre 122nd year of Ascendancy at 12:04 see stats
XXX the Destroyer (Nightmare (Adventure) difficulty)
Earned the rank of Destroyer in the arena.By Rariin the Higher Temporal Warden level 35
78th Pyre 122nd year of Ascendancy at 04:47 see stats
Log
Talent Thread Walk is ready to use.
There is an item here: voratun shield of radiance (12 def, 3 armour, 201.5 block)
Rariin stops spinning fate.
Rariin stops weaving fate.
Talent Singularity Arrow is ready to use.
Ran for 3 turns (stop reason: object seen).
Talent Fold Fate is ready to use.
Talent Breach is ready to use.
Talent Infusion: Wild is ready to use.
Talent Fold Gravity is ready to use.
Rariin is no longer out of phase.
Talent Rune: Reflection Shield is ready to use.
Rariin stops regenerating health quickly.
Talent Blink Blade is ready to use.
You pickup 0.55 gold pieces.
There is an item here: dragonbone magestaff of projection (30-36 power, 6 apr, arcane element)
Ran for 5 turns (stop reason: object seen).
You pickup 2.40 gold pieces.
Talent Seal Fate is ready to use.
There is an item here: dragonbone magestaff of projection (30-36 power, 6 apr, arcane element)
Ran for 2 turns (stop reason: object seen).
Talent Born into Magic is ready to use.
Rariin deactivates Contingency.
Rariin deactivates Phase Pulse.
Rariin deactivates Weapon Folding.

















































































