Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. 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:
MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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.
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Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Male |
Race | Troll |
Class | Wyrmic |
Level / Exp | 50 / 38390% |
Size | big |
Lifes / Deaths | Killed by Glorimira the skeleton archer at level 26 on the 78th Pyre 122nd year of Ascendancy at 18:41 / 56Killed by Glorimira the skeleton archer at level 26 on the 78th Pyre 122nd year of Ascendancy at 19:52 Killed by Glorimira the skeleton archer at level 26 on the 78th Pyre 122nd year of Ascendancy at 21:15 Killed by Layuvea the drem at level 32 on the 5th Mirth 122nd year of Ascendancy at 17:12 Killed by Layuvea the drem at level 33 on the 5th Mirth 122nd year of Ascendancy at 17:57 Killed by Xirawen the dredge at level 35 on the 5th Mirth 122nd year of Ascendancy at 23:09 Killed by Salidawe the midge swarm at level 36 on the 6th Mirth 122nd year of Ascendancy at 16:54 Killed by Glariba the cutpurse at level 36 on the 7th Mirth 122nd year of Ascendancy at 05:18 Killed by corrupted dredgling at level 36 on the 7th Mirth 122nd year of Ascendancy at 07:18 Killed by corrupted dredgling at level 36 on the 7th Mirth 122nd year of Ascendancy at 08:03 Killed by Sidi the shalore at level 36 on the 25th Dusk 122nd year of Ascendancy at 10:06 Killed by Bommamil the krog at level 40 on the 34th Dusk 122nd year of Ascendancy at 23:40 Killed by Bommamil the krog at level 40 on the 35th Dusk 122nd year of Ascendancy at 01:02 Killed by Siledhekira the giant army ant at level 41 on the 37th Dusk 122nd year of Ascendancy at 00:44 Killed by Eilinewe the orc berserker at level 48 on the 45th Dusk 122nd year of Ascendancy at 14:39 Killed by Xena the hummerhorn at level 50 on the 46th Dusk 122nd year of Ascendancy at 12:51 Killed by Ce'Nilratira the giant fire ant at level 50 on the 46th Dusk 122nd year of Ascendancy at 14:08 Killed by Eilinuvena the snow giant at level 50 on the 46th Dusk 122nd year of Ascendancy at 15:04 Killed by Porysetha the snow giant at level 50 on the 46th Dusk 122nd year of Ascendancy at 21:17 Killed by Glynor the cold drake at level 50 on the 47th Dusk 122nd year of Ascendancy at 00:08 Killed by shadow at level 50 on the 47th Dusk 122nd year of Ascendancy at 01:12 Killed by Gladheldata the thief at level 50 on the 47th Dusk 122nd year of Ascendancy at 02:07 Killed by Gladheldata the thief at level 50 on the 47th Dusk 122nd year of Ascendancy at 03:07 Killed by Layyldaldawe the gigantic sandworm tunneler at level 50 on the 47th Dusk 122nd year of Ascendancy at 06:17 Killed by worm that walks at level 50 on the 47th Dusk 122nd year of Ascendancy at 07:58 Killed by Aeretta the elder vampire at level 50 on the 47th Dusk 122nd year of Ascendancy at 12:04 Killed by Adanor the orc necromancer at level 50 on the 47th Dusk 122nd year of Ascendancy at 14:03 Killed by Adanor the orc necromancer at level 50 on the 47th Dusk 122nd year of Ascendancy at 15:18 Killed by ghast at level 50 on the 47th Dusk 122nd year of Ascendancy at 16:20 Killed by Velodhema the master vampire at level 50 on the 54th Dusk 122nd year of Ascendancy at 07:36 Killed by Islebeth the blinkwyrm at level 50 on the 55th Dusk 122nd year of Ascendancy at 01:27 Killed by Islebeth the blinkwyrm at level 50 on the 55th Dusk 122nd year of Ascendancy at 02:48 Killed by shadow at level 50 on the 55th Dusk 122nd year of Ascendancy at 20:28 Killed by Emelykira the elder vampire at level 50 on the 55th Dusk 122nd year of Ascendancy at 22:06 Killed by Glelralle the elder vampire at level 50 on the 56th Dusk 122nd year of Ascendancy at 05:07 Killed by rimebark at level 50 on the 57th Dusk 122nd year of Ascendancy at 10:13 Killed by Shargneu the wretch titan at level 50 on the 57th Dusk 122nd year of Ascendancy at 12:22 Killed by ghast at level 50 on the 58th Dusk 122nd year of Ascendancy at 04:06 Killed by Arairari the shalore at level 50 on the 63rd Dusk 122nd year of Ascendancy at 12:42 Killed by Rikkhzha the quasit at level 50 on the 69th Dusk 122nd year of Ascendancy at 19:41 Killed by Gydheyavena the multi-hued drake hatchling at level 50 on the 70th Dusk 122nd year of Ascendancy at 07:39 Killed by Cyrita the radiant horror at level 50 on the 70th Dusk 122nd year of Ascendancy at 15:11 Killed by Mayobrevea the armoured skeleton warrior at level 50 on the 73rd Dusk 122nd year of Ascendancy at 00:41 Killed by Gidhetha the vampire at level 50 on the 73rd Dusk 122nd year of Ascendancy at 06:40 Killed by radiant horror at level 50 on the 74th Dusk 122nd year of Ascendancy at 22:13 Killed by Lisewen the multi-hued drake hatchling at level 50 on the 77th Dusk 122nd year of Ascendancy at 23:51 Killed by Lisewen the multi-hued drake hatchling at level 50 on the 78th Dusk 122nd year of Ascendancy at 00:47 Killed by Lisewen the multi-hued drake hatchling at level 50 on the 78th Dusk 122nd year of Ascendancy at 01:44 Killed by Lisewen the multi-hued drake hatchling at level 50 on the 78th Dusk 122nd year of Ascendancy at 02:31 Killed by Lisewen the multi-hued drake hatchling at level 50 on the 78th Dusk 122nd year of Ascendancy at 03:17 Killed by Lisewen the multi-hued drake hatchling at level 50 on the 78th Dusk 122nd year of Ascendancy at 04:19 Killed by Emelanne the temporal stalker at level 50 on the 78th Dusk 122nd year of Ascendancy at 17:50 Killed by Emelanne the temporal stalker at level 50 on the 78th Dusk 122nd year of Ascendancy at 18:50 Killed by Emelanne the temporal stalker at level 50 on the 78th Dusk 122nd year of Ascendancy at 20:22 Killed by Elossra the worm that walks at level 50 on the 1st Time of Equilibrium 122nd year of Ascendancy at 10:38 Killed by Cera the human at level 50 on the 5th Haze 122nd year of Ascendancy at 02:22 |
Primary Stats
Strength | 51 (base 42) |
Dexterity | 38 (base 20) |
Constitution | 51 (base 25) |
Magic | 31 (base 22) |
Willpower | 86 (base 60) |
Cunning | 84 (base 60) |
Resources
Mana | 661/731 |
Equilibrium | 26 |
Life | 2357/2357 |
Psi | 151/151 |
Stamina | 434/434 |
Soul | 8/10 |
Healing Factor | 1.6240316950179 |
Regeneration | 65.764144291365 |
Speed
Mental | +37.02863780958% |
Attack | +12.02863780958% |
Movement | +41.09386761032% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 171 |
Accuracy | 75 |
Crit Chance | 37% |
APR | 25 |
Speed | 0.73 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 23% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 35% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +27% |
Blight | +63% |
Arcane | +13% |
Cold | +27% |
All | +7% |
Darkness | +54% |
Physical | +66% |
Lightning | +27% |
Mind | +22% |
Fire | +76% |
Nature | +49% |
Offense: Damage Penetration
Acid | +30% |
Blight | +30% |
Arcane | +25% |
Cold | +30% |
Lightning | +30% |
Light | +15% |
Physical | +79% |
Darkness | +30% |
Fire | +50% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 82.883307766991 (81.151787968034%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 11 |
Physical Save | 41 |
Spell Save | 34 |
Mental Save | 44 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 18%( 70%) |
Fire burn | + 19%( 70%) |
Mind | + 20%( 70%) |
All | + 15%( 70%) |
Physical | + 34%( 70%) |
Lightning | + 35%( 70%) |
Light | + 23%( 70%) |
Cold | + 18%( 70%) |
Arcane | + 20%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 43%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 33% |
Pinning Resistance | 16% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Knockback Resistance | 48% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 529 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 481 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 458 damage for 4 turns. Its effects scale with your Dexterity 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 241 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Troll | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Vines |
talent | Raze |
talent | Shadow Combat |
talent | Charged Shield |
talent | Shadow Feed |
talent | Beyond the Flesh |
talent | Kinetic Shield |
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Zanydunantir's Temporal Clone. Escort: lone alchemist (level 3 of Old Forest) | failed |
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 +5. | done |
You failed to protect the repented thief from death by Zanydunantir. Escort: repented thief (level 3 of Trollmire) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 428. | active |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 Base power: 68.5 - 102.8 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +13.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with a Burn, causing 185 Fire damage over 5 turns. When wielded/worn: Armour penetration: +2 Defense: +15 (+6 eff.) Changes resistances: +4% physical Changes damage: +28% fire Confusion immunity: +25% Stamina each turn: +3.70 Mana each turn: +0.24 Spellpower: +21 (+7 eff.) Damage Shield penetration: +37% Massive two-handed mauls. |
Quiver | ![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 70% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 On weapon hit: * 10% chance to reduce damage dealt by 32% Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
Light source | Brand of the Pyrophage Brand of the PyrophagePowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire burn Changes stats: +2 Cun Changes resistances: +5% fire burn / +7% fire Changes resistances penetration: +5% fire Changes damage: +9% mind Talent granted: +1 Combust Mana when firing critical spell: +2.00 Light radius: +3 Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 16 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 15.5% and life regen by 4.65 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +5 Fatigue: +3% Changes stats: +3 Str / +3 Con Infravision radius: +2 A cap made of leather. |
On feet | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 32% Changes stats: +3 Str / +1 Wil / +3 Con Changes resistances: +9% darkness Changes damage: +3% mind Pinning immunity: +16% Stun/Freeze immunity: +18% Knockback immunity: +16% Life regen: +6.00 Maximum hate: +6.00 Healing mod.: +15% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% arcane / +6% fire Changes resistances penetration: +25% arcane Changes damage: +12% blight / +12% fire / +6% arcane It can be used to blast the opponent's mind dealing 525 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Increase the duration of 3 beneficial effects by 2. * Increase all damage by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 11 poison Damage (Ranged): 11 poison Changes stats: +2 Cun / +2 Dex Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +14 (+3 eff.) Damage when hit (Melee): 2 physical / 14 nature / 13 mind Changes stats: +3 Con / +7 Wil Changes resistances: +36% nature / +9% light Changes damage: +18% nature / +7% all Maximum stamina: +30.00 Spellpower: +13 (+5 eff.) Mindpower: +11 (+3 eff.) 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 Activation costs 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? |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +36 (+9 eff.) Changes stats: +5 Con / +5 Mag Changes damage: +27% darkness / +24% blight Critical mult.: +20.00% Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 39 On weapon crit: * Sunders the enemy's armor for 5 turns. Damage (Melee): +30 mind / +12 light When wielded/worn: Accuracy: +28 (+7 eff.) Changes stats: +10 Dex / +2 Mag / +10 Wil / +12 Cun Changes resistances: +15% acid / +27% fire Changes resistances penetration: +15% light Combat speed: +10% Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +23 (+6 eff.) Armour: +14 Fatigue: +3% Damage (Melee): 8 mind / 7 physical Changes stats: +2 Dex / +2 Con Changes resistances: +6% mind Changes damage: +3% mind / +5% physical Critical mult.: +5.00% Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +21 Defense: +15 (+6 eff.) Changes resistances: +4% physical Changes resistances penetration: +19% physical Changes damage: +34% physical Physical save: +21 (+7 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +3.65 Only die when reaching: -80.00 life Mindpower: +11 (+3 eff.) A belt that goes around your waist. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +18 Defense: +3 (+2 eff.) Fatigue: -10% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +15% lightning / +9% physical Changes resistances penetration: +15% fire / +30% physical Changes damage: +9% fire Life regen: +10.00 Only die when reaching: -80.00 life Movement speed: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +8.80 Stamina each turn: +2.40 Maximum life: +70.00 Healing mod.: +19% A suit of armour made of mail. |
Inventory
![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
![]() Blazesquall Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage (Melee): 14 bleed Changes stats: +6 Str / +10 Dex / +1 Cun Changes resistances: +14% acid / +5% arcane / +3% darkness Changes damage: +3% fire / +6% bleed It can be used to activate talent Frenzy, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 23% (at 0 Hate) to 47% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -17 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
![]() truestriking stralite greatsword of extermination (48-77 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Strike your target with a blast of Fire dealing 115 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage against: +7% Vermin / +17% Spiderkin When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +9 Changes resistances penetration: +10% physical Critical mult.: +20.00% Massive two-handed swords. |
![]() Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. This item has been sent to the Item's Vault. |
![]() cruel yew magestaff of illumination (20-24 power, 4 apr, cold element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 83.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() dwarven-steel steamsaw of massacre (32-48 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 32.0 - 48.0 Uses stat: 100% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +42 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() runescribed dwarven-steel steamsaw of lightning resistance (+21%) (22-32 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.2 Uses stat: 100% Wil Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +47 Damage (Melee): +5 physical Damage (radius 1) on hit: +6 arcane Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +21% lightning Changes resistances penetration: +6% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() manaburning dwarven-steel waraxe of erosion (20-29 power, 4 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 15 arcane resource burn Damage (Melee): +11 nature One-handed war axes. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+5 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() mindwoven cashmere robe of the mind (+16%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +16% mind / +11% all Changes damage: +16% mind Mental save: +21 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of hardened leather boots of momentum (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Pinning immunity: +15% Stun/Freeze immunity: +13% Knockback immunity: +10% 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: 2.6 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 27% for 5 turns. A pair of boots made of leather. |
![]() blighted hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 blight Changes resistances: +7% blight Changes damage: +4% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +17% cold A suit of armour made of mail. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 82% Wil, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 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 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 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. |
Achievements
By Zanydunantir the Troll Wyrmic level 48
40th Dusk 122nd year of Ascendancy at 13:35 see stats
By Zanydunantir the Troll Wyrmic level 50
45th Dusk 122nd year of Ascendancy at 23:06 see stats
By Zanydunantir the Troll Wyrmic level 48
40th Dusk 122nd year of Ascendancy at 13:18 see stats
By Zanydunantir the Troll Wyrmic level 10
75th Pyre 122nd year of Ascendancy at 01:42 see stats
By Zanydunantir the Troll Wyrmic level 20
77th Pyre 122nd year of Ascendancy at 08:35 see stats
By Zanydunantir the Troll Wyrmic level 30
78th Pyre 122nd year of Ascendancy at 22:38 see stats
By Zanydunantir the Troll Wyrmic level 40
34th Dusk 122nd year of Ascendancy at 22:21 see stats
By Zanydunantir the Troll Wyrmic level 50
45th Dusk 122nd year of Ascendancy at 15:43 see stats
By Zanydunantir the Troll Wyrmic level 50
47th Dusk 122nd year of Ascendancy at 00:05 see stats
By Zanydunantir the Troll Wyrmic level 36
6th Mirth 122nd year of Ascendancy at 00:56 see stats
By Zanydunantir the Troll Wyrmic level 48
40th Dusk 122nd year of Ascendancy at 13:35 see stats
By Zanydunantir the Troll Wyrmic level 50
58th Dusk 122nd year of Ascendancy at 04:05 see stats
By Zanydunantir the Troll Wyrmic level 48
40th Dusk 122nd year of Ascendancy at 13:35 see stats
By Zanydunantir the Troll Wyrmic level 32
5th Mirth 122nd year of Ascendancy at 01:48 see stats
By Zanydunantir the Troll Wyrmic level 50
8th Haze 122nd year of Ascendancy at 22:33 see stats
By Zanydunantir the Troll Wyrmic level 36
23rd Dusk 122nd year of Ascendancy at 06:11 see stats
Log
You gain 0.05 gold from the transmogrification of 106 alchemist agate.
You gain 17.50 gold from the transmogrification of The Black Wall (12 def, 9 armour, 52-62 power, 200 block).
Zanydunantir is suffering less.
Zanydunantir stops bleeding.
The shield around Zanydunantir crumbles.
Zanydunantir slows down.
Zanydunantir stops regenerating health quickly.
Zanydunantir is no longer surging arcane power.
Zanydunantir no longer feels the burning within.
Talent Prismatic Slash is ready to use.
Zanydunantir is abandoned by the Stone's power.
Talent Infusion: Regeneration is ready to use.
Talent Song of the Trolls is ready to use.
Talent Rune: Shielding is ready to use.
Talent Static Field is ready to use.
Talent Vampiric Surge is ready to use.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Your rod of recall glows brightly for a moment.