










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Yeek |
Class | Temporal Warden |
Level / Exp | 50 / 557% |
Size | small |
Lifes / Deaths | Killed by Velothra the red crystal at level 19 on the 75th Haze 122nd year of Ascendancy at 03:05 0 / 8Killed by Gloremira the ogre guard at level 25 on the 1st Regrowth 123rd year of Ascendancy at 15:05 Killed by Gloremira the ogre guard at level 25 on the 1st Regrowth 123rd year of Ascendancy at 16:55 Killed by Silyda the storm drake hatchling at level 30 on the 74th Regrowth 123rd year of Ascendancy at 15:32 Killed by orc necromancer at level 40 on the 6th Mirth 123rd year of Ascendancy at 13:12 Killed by stone golem at level 48 on the 53rd Dusk 123rd year of Ascendancy at 01:42 Killed by Khulmanar, General of Urh'Rok at level 50 on the 38th Haze 123rd year of Ascendancy at 02:46 Killed by forge-giant at level 50 on the 38th Haze 123rd year of Ascendancy at 14:18 |
Primary Stats
Strength | 61 (base 38) |
Dexterity | 51 (base 41) |
Constitution | 41 (base 31) |
Magic | 84 (base 62) |
Willpower | 68 (base 51) |
Cunning | 38 (base 16) |
Resources
Life | -3/1206 |
Paradox | 349 |
Healing Factor | 1.6603791469194 |
Regeneration | 3.2377393364928 |
Speed
Mental | -1.3689049893628E-11% |
Attack | -1.3689049893628E-11% |
Movement | -27.73191397802% |
Spell | -1.3689049893628E-11% |
Global | +115% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 7 |
See Stealth | 27.948881519519 |
See Invisible | 32.948881519519 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 230 |
Accuracy | 57 |
Crit Chance | 17% |
APR | 33 |
Speed | 0.80 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 18% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 12% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Darkness | +21% |
Light | +15% |
Temporal | +9% |
Arcane | +15% |
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +5% |
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 85.292304923968 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 23 |
Physical Save | 56 |
Spell Save | 50 |
Mental Save | 67 |
Defense: Resistances
Acid | + 48%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 59%( 70%) |
All | + 20%( 70%) |
Mind | + 40%( 70%) |
Lightning | + 48%( 70%) |
Light | + 70%( 70%) |
Temporal | + 44%( 70%) |
Physical | + 54%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 100% |
Poison Resistance | 15% |
Blind Resistance | 68% |
Silence Resistance | 98% |
Bleed Resistance | 60% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 520 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 483 life over 5 turns. Its effects scale with your Willpower stat. |
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 17 for 12 turns. While Heroism is active, you will only die when reaching -932 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 Strength stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Weapon Folding |
talent | Contingency |
talent | Chant of Fortress |
talent | Temporal Hounds |
beneficial effect | The target is immune to all detrimental effects. Draconic Will |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is moving is 12% faster. 1 Celerity |
detrimental effect | The target is on fire, taking 23.32 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
beneficial effect | The time distortion has created a restoration field, healing the target for 65 each turn. Temporal Restoration Field |
beneficial effect | The target's defense and saves have been increased by 3. 1 Spin |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Sileyaldavea the skeleton magus. Escort: repented thief (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by bee swarm. Escort: worried loremaster (level 3 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
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 unlocked the hall of reflections. * 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: 524. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 77.0 - 107.8 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +20 temporal / +16 arcane Burst (radius 1) on hit: +20 arcane Burst (radius 2) on crit: +4 temporal Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (124 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 23% chance to disease Damage when hit (Melee): 8 temporal Changes resistances: +20% darkness / +14% cold / +20% light / +15% fire / +25% mind / +5% all Changes resistances penetration: +10% blight Changes damage: +9% temporal Physical save: +15 (+4 eff.) Mental save: +28 (+7 eff.) Confusion immunity: +50% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 12 acid / 8 physical Changes resistances penetration: +10% physical Changes damage: +12% physical Physical save: +12 (+4 eff.) Spell save: +9 (+3 eff.) Mental save: +13 (+3 eff.) Silence immunity: +38% Life regen: +1.30 Mana each turn: +0.27 Maximum life: +75.00 Healing mod.: +19% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +12% fire / +15% temporal Critical mult.: +15.00% Mental save: +13 (+3 eff.) Poison immunity: +15% Confusion immunity: +36% Stun/Freeze immunity: +25% Spellpower: +8 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +8 nature / +4 darkness Burst (radius 2) on crit: +2 nature / +6 darkness When wielded/worn: Physical power: +23 (+5 eff.) Changes stats: +11 Str Changes resistances: +12% darkness Changes damage: +6% darkness Longbows are used to shoot arrows at your foes. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 10 light Changes stats: +2 Mag / +3 Cun / +1 Con Changes resistances: +3% physical / +14% light / +6% darkness Changes resistances penetration: +5% arcane Changes damage: +5% light Mental save: +8 (+2 eff.) Maximum life: +55.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 29.53 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 26 power out of 28/28) : Effective talent level: 2.2 Power cost: 26 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 39.98 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +6 Con Changes resistances: +9% nature / +6% darkness Blindness immunity: +18% Cut immunity: +60% Confusion immunity: +10% Life regen: +0.40 Stamina each turn: +1.10 Infravision radius: +5 Sight radius: +2 See invisible: +5 Movement speed: +10% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +9 Str Rings can have magical properties. |
![]() blazebringer's voratun battleaxe of massacre (75.5-113.25 power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +26 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +8% Massive two-handed battleaxes. |
![]() caustic voratun battleaxe of ruin (59.5-89.25 power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 37% chance to corrode armour by 30% When wielded/worn: Armour penetration: +21 Physical crit. chance: +19.0% Changes resistances penetration: +21% acid Critical mult.: +28.00% Life regen: +4.00 Massive two-handed battleaxes. |
![]() slime-covered voratun dagger of erosion (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 14% Damage (Melee): +16 temporal / +16 nature Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 125% On weapon hit: * 40 arcane resource burn When wielded/worn: Accuracy: +23 (+6 eff.) Physical power: +12 (+3 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +15 Dex / +9 Con Changes resistances penetration: +12% physical Reduces incoming crit damage: 10.00% Disarm immunity: +27% Sharp, short and deadly. |
![]() Nexus of the Way (22-24.2 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 50% Mag, 20% 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: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() dragonbone starstaff (30-36 power, 6 apr, temporal element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% temporal Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() thick elven-silk cloak of protection (3 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes resistances: +20% cold Spell save: +13 (+4 eff.) Mental save: +14 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Galeresolve (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 38% chance to blind Damage when hit (Melee): 24 lightning Changes stats: +3 Cun Changes resistances: +15% lightning / +14% temporal Changes resistances penetration: +20% arcane Spell save: +38 (+12 eff.) Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Maximum hate: +10.00 Maximum psi: +64.00 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Mag / +4 Cun Changes resistances penetration: +15% blight Reduces incoming crit damage: 15.00% Physical save: +18 (+5 eff.) Light radius: +3 A cap made of leather. |
![]() radiant voratun mail armour of stability (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 light Changes stats: +6 Wil Changes resistances: +21% blight / +10% physical / +24% darkness Physical save: +24 (+7 eff.) Light radius: +2 A suit of armour made of mail. |
![]() shocking voratun shield of lightning resistance (+30%) (12 def, 3 armour, 202 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 28 lightning Changes resistances: +30% lightning Talent granted: +5 Block Handheld deflection devices. |
![]() 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 / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +3 Dex / +7 Con Changes resistances penetration: +10% darkness Hate when firing a critical mind attack: +5.00 Only die when reaching: -80.00 life Maximum stamina: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() sapper's voratun pickaxe (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Str / +5 Cun Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() dwarven lantern 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 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, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 214.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() sentry's pouch of voratun shots (41/41, 67-80.4 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 41 Turns elapse between self-loadings: 2 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +6% mind Changes resistances penetration: +25% mind / +20% fire It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 55 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 65 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 163 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 139 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% fire Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web Spell save: +6 (+2 eff.) Poison immunity: +15% Disease immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +30% It can be used to heal a target within range 8 (based on Willpower) for 210, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 57 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal a target within range 8 (based on Willpower) for 87, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +10.00 It can be used to creates a wall of flames lasting 4 turns (dealing 132 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 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 / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +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 Borlex the Yeek Temporal Warden level 34
16th Pyre 123rd year of Ascendancy at 11:25 see stats
By Borlex the Yeek Temporal Warden level 30
79th Regrowth 123rd year of Ascendancy at 23:10 see stats
By Borlex the Yeek Temporal Warden level 34
14th Pyre 123rd year of Ascendancy at 07:42 see stats
By Borlex the Yeek Temporal Warden level 35
21st Pyre 123rd year of Ascendancy at 11:04 see stats
By Borlex the Yeek Temporal Warden level 48
50th Dusk 123rd year of Ascendancy at 04:09 see stats
By Borlex the Yeek Temporal Warden level 47
46th Dusk 123rd year of Ascendancy at 21:50 see stats
By Borlex the Yeek Temporal Warden level 39
62nd Pyre 123rd year of Ascendancy at 02:57 see stats
By Borlex the Yeek Temporal Warden level 23
4th Allure 123rd year of Ascendancy at 10:10 see stats
By Borlex the Yeek Temporal Warden level 9
1st Flare 122nd year of Ascendancy at 13:57 see stats
By Borlex the Yeek Temporal Warden level 37
58th Pyre 123rd year of Ascendancy at 06:18 see stats
By Borlex the Yeek Temporal Warden level 35
37th Pyre 123rd year of Ascendancy at 22:09 see stats
By Borlex the Yeek Temporal Warden level 30
74th Regrowth 123rd year of Ascendancy at 15:20 see stats
By Borlex the Yeek Temporal Warden level 20
78th Haze 122nd year of Ascendancy at 11:51 see stats
By Borlex the Yeek Temporal Warden level 29
74th Regrowth 123rd year of Ascendancy at 08:02 see stats
By Borlex the Yeek Temporal Warden level 50
36th Haze 123rd year of Ascendancy at 07:19 see stats
By Borlex the Yeek Temporal Warden level 29
64th Regrowth 123rd year of Ascendancy at 15:13 see stats
By Borlex the Yeek Temporal Warden level 27
54th Regrowth 123rd year of Ascendancy at 17:27 see stats
By Borlex the Yeek Temporal Warden level 10
8th Flare 122nd year of Ascendancy at 13:04 see stats
By Borlex the Yeek Temporal Warden level 20
78th Haze 122nd year of Ascendancy at 07:53 see stats
By Borlex the Yeek Temporal Warden level 30
74th Regrowth 123rd year of Ascendancy at 08:02 see stats
By Borlex the Yeek Temporal Warden level 40
67th Pyre 123rd year of Ascendancy at 09:27 see stats
By Borlex the Yeek Temporal Warden level 50
72nd Dusk 123rd year of Ascendancy at 18:48 see stats
By Borlex the Yeek Temporal Warden level 50
34th Haze 123rd year of Ascendancy at 19:47 see stats
By Borlex the Yeek Temporal Warden level 50
7th Haze 123rd year of Ascendancy at 01:03 see stats
By Borlex the Yeek Temporal Warden level 10
8th Flare 122nd year of Ascendancy at 14:10 see stats
By Borlex the Yeek Temporal Warden level 46
45th Dusk 123rd year of Ascendancy at 19:41 see stats
By Borlex the Yeek Temporal Warden level 38
58th Pyre 123rd year of Ascendancy at 09:01 see stats
By Borlex the Yeek Temporal Warden level 48
53rd Dusk 123rd year of Ascendancy at 05:09 see stats
By Borlex the Yeek Temporal Warden level 13
52nd Dusk 122nd year of Ascendancy at 13:12 see stats
By Borlex the Yeek Temporal Warden level 30
79th Regrowth 123rd year of Ascendancy at 23:10 see stats
By Borlex the Yeek Temporal Warden level 25
12nd Regrowth 123rd year of Ascendancy at 08:56 see stats
By Borlex the Yeek Temporal Warden level 26
40th Regrowth 123rd year of Ascendancy at 14:01 see stats
By Borlex the Yeek Temporal Warden level 12
46th Dusk 122nd year of Ascendancy at 09:47 see stats
By Borlex the Yeek Temporal Warden level 40
10th Mirth 123rd year of Ascendancy at 04:16 see stats
By Borlex the Yeek Temporal Warden level 25
39th Regrowth 123rd year of Ascendancy at 19:49 see stats
By Borlex the Yeek Temporal Warden level 29
63rd Regrowth 123rd year of Ascendancy at 11:44 see stats
By Borlex the Yeek Temporal Warden level 20
79th Haze 122nd year of Ascendancy at 13:51 see stats
By Borlex the Yeek Temporal Warden level 33
13rd Pyre 123rd year of Ascendancy at 07:55 see stats
Log
Forge-giant's cleansing fire area effect hits Master vampire for 65 fire damage.
Forge-giant's cleansing fire area effect hits Borlex for 53 fire damage.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Forge-giant's cleansing fire area effect hits Champion of Urh'Rok for 53 fire damage.
Forge-giant's cleansing fire area effect hits Eternal bone giant for 56 fire damage.
Orc high cryomancer's ice storm area effect hits Forge-giant for 132 cold damage.
Orc high cryomancer's ice storm area effect hits Storm drake hatchling for 143 cold damage.
Borlex receives 108 healing from Temporal Restoration Field.
Burning Shock from Forge-giant hits Borlex for 22 fire damage.
Forge-giant casts Flame.
Eternal bone giant is on fire!
Forge-giant hits Eternal bone giant for 174 fire damage.
Borlex spins fate.
Borlex weaves fate.
Ghoulking hits Borlex for 3 physical damage.
Burning from Forge-giant hits Eternal bone giant for 58 fire damage.
Borlex hits Ghoulking for 5 temporal, 5 acid, 5 physical (14 total damage).
Borlex stops weaving fate.
Forge-giant's cleansing fire area effect hits Ghoulking for 100 fire damage.
Forge-giant's cleansing fire area effect hits Borlex for 81 fire damage.
Forge-giant's cleansing fire area effect hits Champion of Urh'Rok for 81 fire damage.
Forge-giant's cleansing fire area effect hits Master vampire for 100 fire damage.
Forge-giant's cleansing fire area effect hits Eternal bone giant for 86 fire damage.
Forge-giant's cleansing fire area effect hits Ghoulking for 65 fire damage.
Forge-giant's cleansing fire area effect hits Borlex for 53 fire damage.
Forge-giant's cleansing fire area effect hits Champion of Urh'Rok for 53 fire damage.
Forge-giant's cleansing fire area effect hits Master vampire for 65 fire damage.
Forge-giant's cleansing fire area effect hits Eternal bone giant for 56 fire damage.
Saving game...