












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Skirmisher |
Level / Exp | 50 / 702% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 57 (base 7) |
Dexterity | 119 (base 58) |
Constitution | 81 (base 59) |
Magic | 7 (base 9) |
Willpower | 52 (base 37) |
Cunning | 112 (base 57) |
Resources
Life | 1593/1593 |
Psi | 132/132 |
Stamina | 297/297 |
Equilibrium | 30 |
Healing Factor | 1.8852415653742 |
Regeneration | 60.006670387513 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.64892493468% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 7 |
See Stealth | 71.910347580142 |
See Invisible | 82.910347580142 |
Offense: Mainhand
Damage | 214 |
Accuracy | 81 |
Crit Chance | 114% |
APR | 46 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
Physical | +58% |
Darkness | +7% |
Nature | +34% |
All | +2% |
Offense: Damage Penetration
Fire | +26% |
Acid | +21% |
Nature | +16% |
Temporal | +21% |
Darkness | +20% |
Physical | +40% |
Mind | +16% |
All | +11% |
Defense: Base
Armour (hardiness) | 75.512106701502 (86.254317892501%) |
Defense | 75 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 32 |
Mental Save | 49 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 56%( 70%) |
Physical | + 64%( 70%) |
Cold | + 53%( 70%) |
All | + 38%( 70%) |
Darkness | + 40%( 70%) |
Mind | + 40%( 70%) |
Fire | + 42%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Poison Resistance | 20% |
Blind Resistance | 48% |
Disarm Resistance | 68% |
Teleport Resistance | 0% |
Pinning Resistance | 62% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 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 magical and mental effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 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 mental and physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 619 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Trained Reactions |
talent | Bombardment |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Apply Poison |
talent | Skate |
talent | Pace Yourself |
talent | Numbing Poison |
talent | Counter Shot |
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 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Gladherin the orc pyromancer's Fugue Clone. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by Isyssra the xaren. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 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: 2427. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed faerlhing fang. * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 your homeland 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: - 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 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+3 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) Activation costs 32 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. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +34.0% Capacity: 107 On weapon hit: * 20% chance to reduce armor by 12% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 acid / +16 mind Damage (radius 1) on hit: +8 mind When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +2 Str / +6 Wil / +3 Cun / +5 Con Changes resistances: +3% mind / +6% fire Changes resistances penetration: +11% all Critical mult.: +15.00% Physical save: +13 (+4 eff.) Light radius: +7 Healing mod.: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +27 Str / +8 Dex Changes resistances: +3% darkness Mental save: +6 (+2 eff.) Blindness immunity: +20% Poison immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1451.1 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Changes stats: +2 Str Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +10 (+2 eff.) Changes stats: +7 Str / +8 Dex / +5 Wil / +9 Cun / +7 Con Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +35% Life regen: +8.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% * 15% chance to reduce all saves and defense by 30 Damage (Melee): 21 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 30 Damage (Ranged): 29 physical Changes stats: +13 Cun / +8 Dex Changes resistances: +6% acid Spell save: +15 (+8 eff.) Disarm immunity: +28% Pinning immunity: +32% Knockback immunity: +37% Hate when firing a critical mind attack: +3.00 Maximum life: +33.00 Maximum hate: +11.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Armour: +8 Damage when hit (Melee): 10 physical Changes stats: +7 Dex Physical save: +12 (+4 eff.) Blindness immunity: +28% Stamina each turn: +3.00 Only die when reaching: -80.00 life Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 16 power out of 16/16) : Effective talent level: 5.5 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +9 Cun / +10 Dex Changes resistances: +6% acid / +6% nature Changes resistances penetration: +10% acid / +5% nature Changes damage: +18% nature Critical mult.: +8.00% Mental crit. chance: +21% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Cunning 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.0 - 94.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * 10% chance to reduce all saves and defense by 30 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +14 physical / +8 mind When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+3 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +3 Wil Changes resistances: +29% physical Changes resistances penetration: +5% mind / +15% fire Talent granted: +1 Block Slows Projectiles: +17% Bonus block near projectiles: +10 Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +4 Armour: +13 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +18% blight / +24% cold / +26% nature / +2% physical Changes resistances penetration: +10% temporal Life regen: +9.00 Stamina each turn: +1.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +21% nature / +13% all Changes resistances penetration: +9% darkness / +14% physical Changes damage: +21% physical / +5% darkness / +14% nature Maximum hate: +12.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 12% * 20% chance to reduce all saves and defense by 30 Damage when hit (Melee): 4 mind Changes resistances: +41% mind Changes resistances penetration: +10% blight Changes damage: +6% blight / +9% mind Confusion immunity: +44% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Changes stats: +9 Mag / +1 Wil Changes resistances: +19% lightning / +23% darkness / +5% arcane / +15% light Critical mult.: +13.00% Blindness immunity: +29% Stun/Freeze immunity: +37% Spell crit. chance: +2% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +8 Str / +8 Wil / +10 Cun / +10 Con Changes resistances: +9% nature / +14% physical Changes damage: +12% mind / +14% physical Mental save: +3 (+1 eff.) Mindpower: +14 (+5 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +41 (+8 eff.) Defense: +13 (+3 eff.) Changes stats: +12 Cun / +15 Dex Changes damage: +21% mind Psi when hit: +0.04 Maximum hate: +4.00 Mental crit. chance: +2% Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +4 Str / +10 Con Changes resistances: +18% blight / +28% cold / +20% nature Changes damage: +18% nature Physical save: +12 (+4 eff.) Life regen: +5.00 Maximum life: +90.00 Healing mod.: +19% 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 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +14 Defense: +33 (+7 eff.) Damage when hit (Melee): 8 mind Changes stats: +9 Dex Changes resistances: +18% nature / +18% blight Life regen: +8.00 Healing mod.: +14% 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 Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +5 Cun / +4 Wil Changes resistances: +9% temporal / +3% fire Changes resistances penetration: +11% physical Changes damage: +3% lightning Physical save: +10 (+3 eff.) Spell save: +15 (+8 eff.) Mental save: +8 (+3 eff.) Stun/Freeze immunity: +20% Spellpower: +10 (+10 eff.) A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +19 Fatigue: +3% Changes stats: +4 Str Changes resistances: +12% blight / +17% cold Changes resistances penetration: +15% physical Changes damage: +12% blight Allows you to breathe in: water Critical mult.: +15.00% A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +16 Str / +5 Dex / +6 Cun / +7 Con Changes resistances: +6% acid / +6% fire Changes damage: +12% blight Critical mult.: +15.00% Confusion immunity: +20% Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Requires: - Shield usage training - Cunning 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+11 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Requires: - Shield usage training - Cunning 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 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: 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 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 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 / 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 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 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. [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. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to reduce armor by 12% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 196 physical damage Damage (Ranged): +23 lightning / +20 physical / +8 blight / +12 acid Damage (radius 1) on hit: +16 blight Damage (radius 2) on crit: +11 lightning Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 50.5 - 60.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Ranged): +20 blight / +20 arcane Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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: 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 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: 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. |
Achievements
By SkiTha1 the Thalore Skirmisher level 24
78th Haze 122nd year of Ascendancy at 17:05 see stats
By SkiTha1 the Thalore Skirmisher level 43
3rd Decay 123rd year of Ascendancy at 02:30 see stats
By SkiTha1 the Thalore Skirmisher level 27
4th Decay 122nd year of Ascendancy at 08:05 see stats
By SkiTha1 the Thalore Skirmisher level 42
27th Haze 123rd year of Ascendancy at 21:34 see stats
By SkiTha1 the Thalore Skirmisher level 20
19th Haze 122nd year of Ascendancy at 12:09 see stats
By SkiTha1 the Thalore Skirmisher level 49
42nd Regrowth 124th year of Ascendancy at 16:58 see stats
By SkiTha1 the Thalore Skirmisher level 50
56th Regrowth 124th year of Ascendancy at 23:22 see stats
By SkiTha1 the Thalore Skirmisher level 47
38th Regrowth 124th year of Ascendancy at 23:36 see stats
By SkiTha1 the Thalore Skirmisher level 25
80th Haze 122nd year of Ascendancy at 20:01 see stats
By SkiTha1 the Thalore Skirmisher level 44
29th Regrowth 124th year of Ascendancy at 14:21 see stats
By SkiTha1 the Thalore Skirmisher level 17
58th Dusk 122nd year of Ascendancy at 20:02 see stats
By SkiTha1 the Thalore Skirmisher level 46
35th Regrowth 124th year of Ascendancy at 07:26 see stats
By SkiTha1 the Thalore Skirmisher level 43
10th Regrowth 124th year of Ascendancy at 01:51 see stats
By SkiTha1 the Thalore Skirmisher level 31
18th Regrowth 123rd year of Ascendancy at 15:06 see stats
By SkiTha1 the Thalore Skirmisher level 23
76th Haze 122nd year of Ascendancy at 05:14 see stats
By SkiTha1 the Thalore Skirmisher level 33
53rd Regrowth 123rd year of Ascendancy at 05:16 see stats
By SkiTha1 the Thalore Skirmisher level 28
10th Decay 122nd year of Ascendancy at 22:23 see stats
By SkiTha1 the Thalore Skirmisher level 50
50th Regrowth 124th year of Ascendancy at 02:32 see stats
By SkiTha1 the Thalore Skirmisher level 27
4th Decay 122nd year of Ascendancy at 07:35 see stats
By SkiTha1 the Thalore Skirmisher level 50
57th Regrowth 124th year of Ascendancy at 05:54 see stats
By SkiTha1 the Thalore Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 16:52 see stats
By SkiTha1 the Thalore Skirmisher level 20
9th Haze 122nd year of Ascendancy at 21:52 see stats
By SkiTha1 the Thalore Skirmisher level 30
15th Regrowth 123rd year of Ascendancy at 08:20 see stats
By SkiTha1 the Thalore Skirmisher level 40
22nd Haze 123rd year of Ascendancy at 17:25 see stats
By SkiTha1 the Thalore Skirmisher level 50
47th Regrowth 124th year of Ascendancy at 17:23 see stats
By SkiTha1 the Thalore Skirmisher level 50
62nd Pyre 124th year of Ascendancy at 19:22 see stats
By SkiTha1 the Thalore Skirmisher level 21
53rd Haze 122nd year of Ascendancy at 05:08 see stats
By SkiTha1 the Thalore Skirmisher level 29
2nd Wintertide 123rd year of Ascendancy at 10:52 see stats
By SkiTha1 the Thalore Skirmisher level 35
3rd Pyre 123rd year of Ascendancy at 15:36 see stats
By SkiTha1 the Thalore Skirmisher level 24
79th Haze 122nd year of Ascendancy at 18:58 see stats
By SkiTha1 the Thalore Skirmisher level 47
35th Regrowth 124th year of Ascendancy at 09:29 see stats
By SkiTha1 the Thalore Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 10:31 see stats
By SkiTha1 the Thalore Skirmisher level 27
4th Decay 122nd year of Ascendancy at 08:05 see stats
By SkiTha1 the Thalore Skirmisher level 35
4th Pyre 123rd year of Ascendancy at 10:46 see stats
By SkiTha1 the Thalore Skirmisher level 39
22nd Haze 123rd year of Ascendancy at 00:27 see stats
By SkiTha1 the Thalore Skirmisher level 35
71st Pyre 123rd year of Ascendancy at 03:50 see stats
By SkiTha1 the Thalore Skirmisher level 50
80th Regrowth 124th year of Ascendancy at 10:27 see stats
By SkiTha1 the Thalore Skirmisher level 35
3rd Pyre 123rd year of Ascendancy at 15:37 see stats
By SkiTha1 the Thalore Skirmisher level 22
70th Haze 122nd year of Ascendancy at 10:49 see stats
By SkiTha1 the Thalore Skirmisher level 15
48th Dusk 122nd year of Ascendancy at 18:18 see stats
By SkiTha1 the Thalore Skirmisher level 41
27th Haze 123rd year of Ascendancy at 02:13 see stats
Log
Today is the 69th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 70th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 71st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 72nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
Today is the 73rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
You don't see how to get there...
Today is the 74th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 75th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Today is the 76th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
Today is the 77th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:55.
Today is the 78th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:18.
Today is the 79th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 1st Mirth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
There is a Hidden compound here (press '' or right click to use).
Today is the 2nd Mirth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
There is a Way to a strange portal here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.