











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Adventurer Buff Addon 1.7.4Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- 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:
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: 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. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Starter Martial Potion 1.7.4Gives a Potion of Martial Prowess at character creation (currently limited to Wanderer and Adventurer since I could not figure out how to make it work without specifying classes). Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Shorter Dungeons Redux 1.7.4Reworks the depth, size, EXP, enemies, and drop rates of mid/lategame dungeons. Original inspired by Pigslayer. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Adventurer |
| Level / Exp | 50 / 2359% |
| Size | gargantuan |
| Lifes / Deaths | Killed by thought-forged warrior at level 4 on the 76th Pyre 122nd year of Ascendancy at 19:06 3 / 4Killed by war hound at level 14 on the 7th Mirth 122nd year of Ascendancy at 17:11 Killed by war hound at level 16 on the 9th Mirth 122nd year of Ascendancy at 00:50 Killed by Emeralewyn the elven cultist at level 26 on the 5th Dusk 122nd year of Ascendancy at 08:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 246 (base 60) |
| Dexterity | 261 (base 60) |
| Constitution | 159 (base 20) |
| Magic | 167 (base 43) |
| Willpower | 202 (base 60) |
| Cunning | 163 (base 39) |
Resources
| Hate | 114/115 |
| Equilibrium | 41 |
| Life | 2399/3265 |
| Stamina | 509/637 |
| Psi | 159/272 |
| Healing Factor | 1.6854551719757 |
| Regeneration | 109.98318380935 |
Speed
| Mental | +21.76592071631% |
| Attack | 0% |
| Movement | +1059.3076830799% |
| Spell | 0% |
| Global | +128% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 13 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 406 |
| Accuracy | 113 |
| Crit Chance | 133% |
| APR | 45 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 343 |
| Accuracy | 113 |
| Crit Chance | 131% |
| APR | 45 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 35.5 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Mind
| Mindpower | 123 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +54% |
| Lightning | +38% |
| Nature | +35% |
| Physical | +129% |
| Cold | +38% |
| All | +25% |
Offense: Damage Penetration
| Blight | +5% |
| Fire | +17% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 49 (78.820288914498%) |
| Defense | 103 |
| Ranged Defense | 101 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 70 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 33%( 40%) |
| Cold | + 80%( 80%) |
| All | + 39%( 70%) |
| Darkness | + 62%( 80%) |
| Light | + 43%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 56%( 80%) |
| Fire | + 9%( 80%) |
| Nature | + 80%( 80%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 63% |
| Confusion Resistance | 68% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 43% |
| Blind Resistance | 63% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1086 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 69% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 552 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 1238% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1604 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 2030 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Ooze | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Tactical | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Conditioning | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Mitosis |
| talent | Antimagic Shield |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Precise Strikes |
| talent | Skate |
| talent | Exploit Weakness |
| talent | Blade Flurry |
| talent | Beyond the Flesh |
| beneficial effect | All stats increased by 103. Pain Enhancement System |
| beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 29.18, and stamina regeneration by 5.84. Bloodbath |
| beneficial effect | Countering melee attacks: Has a 65% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
| beneficial effect | Increases defense by 32. Mobile Defense |
| beneficial effect | You gain 112% resistance against acid, cold and nature. Resolve |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| detrimental effect | The target fire resistance is reduced by 78%. Lowered fire resistance |
| detrimental effect | The target is poisoned, taking 95.87 nature damage per turn. Poison |
| beneficial effect | Movement is 1000% faster. Step Up |
| beneficial effect | Parrying melee and ranged attacks: Has a 89% chance to deflect up to 60 damage from the next 3.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You 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. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You abandoned repented thief, to death. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by black crystal. Escort: worried loremaster (level 2 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You 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 |
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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 |
Equipment
| Psionic focus | Blighted Maul (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 199% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 19 * Blasts creatures in a radius 1 shockwave around your target for 723.64 to 2170.92 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 1976.27 to 3952.54 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
| On hands | heroic voratun gauntlets of sorrow (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: offense ------ Mindpower +9 (+1 eff.) On-Hit 38 mind 35 darkness On-Hit (Melee): * 21% chance to reduce all saves and defense by 57 defense ------ Armor +8 Fatigue +5% Mind save +5 (+1 eff.) Life +67.00 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 85% Wil, 50% Mag, 85% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Reproach 5 On Hit: 10% Battle Shout 5 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | nightwalker's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+0 eff.) defense ------ Mind save +7 (+2 eff.) other ------- Light +4 See Stealth +13 See Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mind Crit +2% Mindpower +12 (+1 eff.) Damage +20% darkness +16% physical defense ------ Defense +3 (+0 eff.) Resistance +14% darkness +13% physical other ------- Max hate +15.00 A pointy cloth hat, very wizardly... |
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+0 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Tool | The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+1 eff.) When Hit: * 18% chance to slow global speed by 87% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | stralite ring 'Shadesquall'0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Con offense ------ Physical Power +20 (+1 eff.) Damage +9% darkness +18% physical Accuracy +25 (+4 eff.) Ignore Armor +14 On-Hit (Melee): * 20% chance to reduce damage dealt by 45% defense ------ Defense +30 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Xanonne the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Damage +12% physical Accuracy +30 (+5 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 defense ------ Mind save +8 (+2 eff.) Unlife -60.00 life Confus Resist +24% other ------- Max stamina +30.00 Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Physical Crit +9.0% Spell Crit +9% Mind Crit +9% Damage +18% all Amulets make your neck look great! |
| In main hand | Cyrotha (54-76 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 54.0 - 75.6 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +11 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag offense ------ Physical Crit +9.0% Physical Power +25 (+2 eff.) Spellpower/crit +2 Ignore resists +5% blight defense ------ Resistance +2% physical other ------- Stamina/turn +3.00 One-handed war axes. |
| Around waist | Gorahad the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature While equipped: Stats +5 Str +9 Con offense ------ Critical power +10.00% Physical Power +13 (+0 eff.) Mindpower +8 (+1 eff.) defense ------ Resistance +3% lightning +9% fire +3% darkness +6% light Physical save +13 (+3 eff.) Mind save +12 (+3 eff.) Life +65.00 other ------- Size +1 A belt that goes around your waist. |
| In off hand | blazebringer's voratun longsword of massacre (52-74 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature/Master Weapon Damage 52.5 - 73.5 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +61 fire While equipped: offense ------ Global Speed +8% Ignore resists +17% fire Sharp, long, and deadly. |
| Cloak | Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
| Main armor | stormwoven elven-silk robe of the mountain (+5%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +13% lightning +41% physical +13% cold defense ------ Resistance +5% lightning +10% cold +19% physical +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 30%; reduction 6; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 30% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 532; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 532 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 567; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 567 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the duelist (die at -1691; dur 9; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1691 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 2140 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 1025%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1025% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 1042; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1042 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 68%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 68% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Cyryyawen0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Str +2 Dex +3 Con offense ------ Physical Power +5 (+0 eff.) defense ------ Resistance +12% nature +11% blight Poison Resist +20% Disease Resist +22% other ------- Stamina/turn +1.00 Light +3 Amulets make your neck look great! |
steel amulet 'Gunurach'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Resistance +11% fire +12% cold Life Regen +1.00 Blind Resist +13% other ------- Stamina/turn +0.40 Infravision +6 Sight +2 See Invis +5 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (136). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Icewasp0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +9 (+0 eff.) Combat Speed +10% Damage +6% cold +6% physical Ignore resists +10% cold On-Hit (Melee): * 20% chance to slow global speed by 87% defense ------ Fatigue -7% Life Regen +3.00 Blind Resist +19% other ------- Infravision +6 Sight +2 See Invis +9 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Zubinor0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Wil offense ------ Damage +11% mind defense ------ Resistance +6% temporal +3% fire +6% nature +11% mind Mind save +6 (+1 eff.) Rings make your fingers look great! |
copper ring 'Ivodana'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind +11% fire On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% mind +22% fire Rings make your fingers look great! |
warrior's steel ring of the mountain (+14%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +14% physical defense ------ Armor +6 Resistance +14% physical Rings make your fingers look great! |
Ashsage0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Str +2 Dex +5 Cun offense ------ Damage +18% nature +15% fire Ignore resists +15% arcane +10% fire defense ------ Resistance +36% nature Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+6 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Glaciertouch the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% darkness +48% cold Ignore resists +19% arcane +32% blight When Hit 8 light defense ------ Armor +7 Defense +7 (+1 eff.) Resistance +24% light Spell save +23 (+6 eff.) other ------- Max mana +80.00 Wards +2 darkness Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
balanced voratun greatmaul of disruption (66-98 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Disrupt/Master Weapon Damage 65.5 - 98.2 Physical Uses 176% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% Damage Against +35% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Accuracy +16 (+2 eff.) defense ------ Defense +16 (+2 eff.) Disarm Resist +45% Massive two-handed mauls. |
hateful voratun greatmaul of torment (66-98 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Psionic Weapon Damage 65.5 - 98.2 Physical Uses 176% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +21 darkness Damage Against +27% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed mauls. |
stormbringer's stralite greatsword of ruin (49-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 49.0 - 78.4 Physical Uses 176% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +30 lightning +13 cold While equipped: offense ------ Physical Crit +13.0% Critical power +26.00% Move Speed +32% Ignore resists +10% lightning +24% cold Ignore Armor +13 Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 176% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
enhanced voratun greatsword of enduring (60-95 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature Weapon Damage 59.5 - 95.2 Physical Uses 176% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +9 Str +13 Dex +10 Mag +31 Wil +12 Cun +27 Con defense ------ Life +84.00 Massive two-handed swords. |
voratun greatsword of evisceration (66-106 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Master Weapon Damage 66.0 - 105.6 Physical Uses 176% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +7 (+0 eff.) Massive two-handed swords. |
iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
Gulrama the Glintbraze (18-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +20 light While equipped: Stats +3 Cun +6 Str offense ------ Damage +8% physical Accuracy +9 (+1 eff.) When Hit 4 light defense ------ Crit Resistance 15.00% Sharp, long, and deadly. |
dwarven-steel longsword of erosion (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Nature Weapon Damage 23.0 - 32.2 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature Sharp, long, and deadly. |
Yarondil the Squalorenvy (42-59 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 42.0 - 58.8 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +29 nature On-Hit, radius 1 +8 fire On-crit, radius 2 +12 nature +4 fire On Hit: * 10% chance to slow global speed by 87% * 50% chance to put 1 talent on cooldown for 8 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +10% nature Sharp, long, and deadly. |
stralite longsword of ruin (34-47 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 33.5 - 46.9 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Critical power +22.00% Ignore Armor +10 Sharp, long, and deadly. |
iron mace 'Poladawyn' (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +5 nature While equipped: defense ------ Resistance +3% cold Crit Resistance 5.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blunt and deadly. |
truestriking iron mace of crippling (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego++] Master Weapon Damage 12.5 - 17.5 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Ignore resists +5% physical Accuracy +6 (+1 eff.) Ignore Armor +6 Blunt and deadly. |
enhanced steel mace (15-21 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Nature Weapon Damage 15.0 - 21.0 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +5 Str +3 Dex +6 Mag +6 Wil +4 Cun +6 Con Blunt and deadly. |
truestriking dwarven-steel mace of erosion (28-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Nature/Master Weapon Damage 27.5 - 38.5 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Ignore resists +10% physical Accuracy +9 (+1 eff.) Ignore Armor +5 Blunt and deadly. |
slime-covered stralite mace of shearing (38-53 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Disrupt/Master Weapon Damage 38.0 - 53.2 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 15% chance to slow global speed by 87% While equipped: offense ------ Ignore resists +11% all Accuracy +15 (+2 eff.) Ignore Armor +9 Blunt and deadly. |
stormbringer's stralite mace of torment (37-52 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Nature/Psionic Weapon Damage 37.0 - 51.8 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +17 lightning +33 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +25% Ignore resists +15% lightning +11% cold Blunt and deadly. |
Gumas (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 45.5 - 63.7 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +13 darkness Damage Against +17% Living On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage On Crit: * Splash the target with acid dealing 102 damage over 5 turns and reducing armor and accuracy by 13 While equipped: Stats +1 Dex offense ------ Critical power +5.00% Ignore Armor +4 When Hit 4 physical defense ------ Defense +10 (+1 eff.) Blunt and deadly. |
Ureslak's Flaming Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Fire burn Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: offense ------ Global Speed +30% Damage +30% fire Ignore resists +30% fire defense ------ Resistance +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
enhanced voratun mace of enduring (47-66 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature Weapon Damage 47.0 - 65.8 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +10 Str +3 Dex +11 Mag +24 Wil +9 Cun +18 Con defense ------ Life +96.00 Blunt and deadly. |
quick voratun mace of rage (44-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Master Weapon Damage 44.5 - 62.3 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +9 Str +4 Dex offense ------ Combat Speed +10% Damage +9% physical Accuracy +29 (+5 eff.) Blunt and deadly. |
Polylle the Airclamor (18-24 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: defense ------ Resistance +3% lightning +12% cold Life +20.00 Stun Resist +10% One-handed war axes. |
dwarven-steel waraxe of projection (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Psionic Weapon Damage 20.5 - 28.7 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
Shockquake the stralite waraxe (28-40 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 28.5 - 39.9 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +10 blight On-Hit, radius 1 +12 lightning +11 fire On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 19 While equipped: Stats +4 Cun offense ------ Physical Crit +9.0% Critical power +16.00% Ignore Armor +9 defense ------ Disease Resist +19% other ------- EQ when Hit +0.12 Hate-on-crit +2.00 One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+6 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
blazebringer's voratun waraxe of rage (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 40.0 - 56.0 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +30 fire While equipped: Stats +10 Str offense ------ Global Speed +7% Damage +15% physical Ignore resists +15% fire Accuracy +23 (+4 eff.) One-handed war axes. |
quick voratun waraxe of enduring (42-58 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 41.5 - 58.1 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +5 Dex +9 Wil +11 Con offense ------ Combat Speed +10% Accuracy +19 (+3 eff.) defense ------ Life +52.00 One-handed war axes. |
voratun waraxe 'Woeire' (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 39.0 - 54.6 Physical Uses 154% Wil, 50% Mag Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 nature On Hit: * 20% chance to reduce damage dealt by 45% While equipped: Stats +9 Str offense ------ Damage +13% physical +12% light +12% darkness Ignore resists +8% all Accuracy +43 (+7 eff.) Ignore Armor +15 On-Hit (Melee): * 10% chance to reduce damage dealt by 45% One-handed war axes. |
iron dagger (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.5 - 13.7 Physical Uses 40% Wil, 107% Cun, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+1 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% Life Regen +2.30 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
cleansing cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +11% nature +11% blight Life +22.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
rejuvenating drakeskin leather armour of alacrity (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Life Regen +4.60 other ------- Stamina/turn +1.30 A suit of armour made of leather. |
rejuvenating drakeskin leather armour of delving (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: Stats +7 Str defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Resistance +15% darkness +11% physical Life Regen +4.30 other ------- Stamina/turn +1.40 Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Breezeobeisance the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Con offense ------ Physical Power +3 (+0 eff.) On-Hit (Melee): * 10% chance to slow global speed by 87% defense ------ Armor +4 Spell save +6 (+2 eff.) other ------- Max stamina +10.00 Size +1 A belt that goes around your waist. |
Flarecrypt the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+0 eff.) defense ------ Armor +2 Resistance +1% physical +6% temporal +3% fire Physical save +6 (+1 eff.) A belt that goes around your waist. |
Ulfithel1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: offense ------ Ignore Armor +1 defense ------ Resistance +6% acid +3% mind +15% blight Unlife -40.00 life A belt that goes around your waist. |
balancing hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Dex offense ------ Physical Crit +15.0% Mind Crit +8% Critical power +8.00% Physical Power +5 (+0 eff.) A belt that goes around your waist. |
Shimmerbile (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 45% defense ------ Defense +1 (+0 eff.) Resistance +6% nature Mind save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +6 (+1 eff.) Physical save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of implacability (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Con defense ------ Defense +3 (+0 eff.) Physical save +10 (+2 eff.) Spell save +14 (+4 eff.) Mind save +10 (+2 eff.) Unlife -50.00 life other ------- Stamina/turn +1.20 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulyroddachik the Nightlord (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 87% defense ------ Armor +1 Fatigue -5% Resistance +3% cold Physical save +7 (+1 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Silelrabeth (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +5 Mag +5 Cun +4 Con offense ------ Mind Crit +3% Mindpower +25 (+3 eff.) defense ------ Armor +3 Mind save +18 (+4 eff.) other ------- Light +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 9 Cooldown: 18 Travel.spd 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. A pair of boots made of leather. |
Umbrahunger the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+0 eff.) Damage +15% darkness +6% temporal Ignore resists +10% physical +20% arcane +25% temporal defense ------ Armor +3 Resistance +6% darkness Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master/Psionic While equipped: Stats +5 Dex +4 Wil +4 Con +12 Lck offense ------ Mindpower +9 (+1 eff.) Ignore resists +7% physical defense ------ Armor +5 Stealth +10 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 6 Cooldown: 8 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 71 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Erelolandil the Wildmistress (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% nature defense ------ Armor +4 Defense +5 (+0 eff.) Fatigue -1% Resistance +8% lightning +8% temporal Crit Resistance 15.00% Physical save +8 (+2 eff.) Life +60.00 other ------- Encumbrance +25 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.5 Power cost 15 out of 15/15. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 85% Wil, 50% Mag, 85% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emorin the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Con offense ------ On-Hit 7 cold Damage +6% cold Ignore Armor +2 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 defense ------ Armor +2 Resistance +7% cold Mind save +3 (+1 eff.) Healmod +10% other ------- Max stamina +30.00 Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 85% Wil, 50% Mag, 85% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Gloralrata' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +6 Dex offense ------ Critical power +10.00% Damage +9% blight Ignore resists +25% blight Ignore Shields +30% Accuracy +24 (+4 eff.) defense ------ Armor +3 other ------- Mana/turn +0.24 Vim-on-crit +2.00 Max mana +100.00 Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 85% Wil, 50% Mag, 85% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +13 Ignore Armor +5 Critical Rate +16.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayyvea (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +4 Dex +2 Mag +1 Con offense ------ Accuracy +6 (+1 eff.) defense ------ Armor +1 Fatigue +1% Crit Resistance 5.00% Physical save +6 (+1 eff.) Mind save +5 (+1 eff.) Disarm Resist +22% other ------- Infravision +1 Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 85% Wil, 50% Mag, 85% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of dexterity (+3) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +5 Dex +3 Cun offense ------ Accuracy +10 (+1 eff.) defense ------ Armor +3 Fatigue +5% Physical save +8 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 30.5 - 42.7 Physical Uses 85% Wil, 50% Mag, 85% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +16 Ignore Armor +15 Critical Rate +22.0% Attack Speed 83% On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 20 arcane resource burn defense ------ Armor +3 Fatigue +5% Spell save +11 (+3 eff.) Unarmed combat: Weapon Damage 31.0 - 43.4 Physical Uses 85% Wil, 50% Mag, 85% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: * 15 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Bethebreba the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +10% cold Accuracy +10 (+1 eff.) defense ------ Defense +1 (+0 eff.) Resistance +15% cold A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Huryyalach' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +11% mind On-Hit (Melee): * 20% chance to slow global speed by 87% * 20% chance to reduce all saves and defense by 57 defense ------ Defense +1 (+0 eff.) Resistance +3% light +3% blight +6% fire +11% mind +3% nature A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of frost (+9%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +1% Mindpower +7 (+1 eff.) Damage +8% physical +10% darkness +14% cold defense ------ Defense +2 (+0 eff.) Resistance +9% physical +10% darkness +21% cold other ------- Max hate +8.00 A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Shadewild (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +6 Str offense ------ Mind Crit +5% Mindpower +4 (+0 eff.) Damage +21% darkness +9% physical defense ------ Defense +2 (+0 eff.) Resistance +12% cold Unlife -40.00 life other ------- Psi/turn +0.21 A pointy cloth hat, very wizardly... |
hardened leather cap 'Bethorin' (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Critical power +10.00% Ignore resists +25% physical defense ------ Armor +7 Fatigue +3% Resistance +6% darkness Healmod +20% Cut Resist +20% other ------- Infravision +3 A cap made of leather. |
werebeast's drakeskin leather cap of the bounder (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +12 Str +13 Dex +9 Cun +5 Con defense ------ Armor +5 Fatigue +5% Skullcracker +3 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2792.9 Physical damage. If the attack hits, the target is confused (49% 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 cap made of leather. |
iron helm 'Byhir' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Wil offense ------ Ignore Armor +2 On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +6% blight +1% physical Mind save +9 (+2 eff.) other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Kedor' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Mind Crit +4% defense ------ Armor +3 Fatigue +5% Resistance +3% light +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
13 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
907 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
79 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Emelathra the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% mind When Hit 6 mind On-Hit (Melee): * 10% chance to slow global speed by 87% defense ------ Spell save +3 (+1 eff.) other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +5 (+1 eff.) Mind save +5 (+1 eff.) Healmod +10% other ------- Light +3 See Stealth +6 See Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Malukalthotar the Purepiercer (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Power +4 (+0 eff.) Move Speed +10% Ignore resists +5% nature defense ------ Resistance +6% light +9% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Haleromirain the Tempestparry [power 51] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% mind When Hit 4 mind 10 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 57 defense ------ Resistance +3% lightning Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Yveth' [power 225] (15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 87% defense ------ Resistance +3% lightning +9% fire +6% cold +3% blight Blast the opponent's mind dealing 281 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Abnan the Krog Adventurer level 34
30th Pyre 123rd year of Ascendancy at 11:53 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Abnan the Krog Adventurer level 33
69th Regrowth 123rd year of Ascendancy at 18:22 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Abnan the Krog Adventurer level 12
5th Mirth 122nd year of Ascendancy at 16:34 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Abnan the Krog Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 04:59 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Abnan the Krog Adventurer level 50
5th Mirth 123rd year of Ascendancy at 08:49 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Abnan the Krog Adventurer level 37
33rd Pyre 123rd year of Ascendancy at 04:46 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Abnan the Krog Adventurer level 49
48th Pyre 123rd year of Ascendancy at 09:46 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Abnan the Krog Adventurer level 35
31st Pyre 123rd year of Ascendancy at 18:12 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Abnan the Krog Adventurer level 32
68th Regrowth 123rd year of Ascendancy at 22:31 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Abnan the Krog Adventurer level 27
5th Regrowth 123rd year of Ascendancy at 00:48 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Abnan the Krog Adventurer level 50
9th Mirth 123rd year of Ascendancy at 03:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Abnan the Krog Adventurer level 28
65th Regrowth 123rd year of Ascendancy at 09:47 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Abnan the Krog Adventurer level 28
6th Regrowth 123rd year of Ascendancy at 08:09 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Abnan the Krog Adventurer level 29
65th Regrowth 123rd year of Ascendancy at 12:58 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Abnan the Krog Adventurer level 49
45th Pyre 123rd year of Ascendancy at 03:02 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Abnan the Krog Adventurer level 50
51st Pyre 123rd year of Ascendancy at 15:18 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Abnan the Krog Adventurer level 50
53rd Pyre 123rd year of Ascendancy at 06:11 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Abnan the Krog Adventurer level 41
36th Pyre 123rd year of Ascendancy at 09:13 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Abnan the Krog Adventurer level 10
4th Mirth 122nd year of Ascendancy at 04:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Abnan the Krog Adventurer level 20
8th Flare 122nd year of Ascendancy at 06:35 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Abnan the Krog Adventurer level 30
66th Regrowth 123rd year of Ascendancy at 13:35 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Abnan the Krog Adventurer level 40
35th Pyre 123rd year of Ascendancy at 05:59 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Abnan the Krog Adventurer level 50
49th Pyre 123rd year of Ascendancy at 21:01 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Abnan the Krog Adventurer level 47
43rd Pyre 123rd year of Ascendancy at 11:52 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Abnan the Krog Adventurer level 50
54th Pyre 123rd year of Ascendancy at 03:29 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Abnan the Krog Adventurer level 42
36th Pyre 123rd year of Ascendancy at 22:03 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Abnan the Krog Adventurer level 41
36th Pyre 123rd year of Ascendancy at 03:08 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Abnan the Krog Adventurer level 32
68th Regrowth 123rd year of Ascendancy at 18:00 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Abnan the Krog Adventurer level 36
31st Pyre 123rd year of Ascendancy at 20:09 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Abnan the Krog Adventurer level 50
9th Mirth 123rd year of Ascendancy at 03:30 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Abnan the Krog Adventurer level 46
42nd Pyre 123rd year of Ascendancy at 05:08 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Abnan the Krog Adventurer level 50
9th Mirth 123rd year of Ascendancy at 03:31 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Abnan the Krog Adventurer level 46
42nd Pyre 123rd year of Ascendancy at 09:09 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Abnan the Krog Adventurer level 50
55th Pyre 123rd year of Ascendancy at 03:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Abnan the Krog Adventurer level 23
2nd Dusk 122nd year of Ascendancy at 06:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Abnan the Krog Adventurer level 16
9th Mirth 122nd year of Ascendancy at 00:22 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Abnan the Krog Adventurer level 32
69th Regrowth 123rd year of Ascendancy at 00:33 see stats
Log
Abnan repels an attack from Cold drake hatchling.
Abnan slows down.
Abnan performs a melee critical strike against Cold drake hatchling!
Abnan performs a melee critical strike against Cold drake hatchling!
Abnan performs a melee critical strike against Cold drake hatchling!
Abnan performs a melee critical strike against Cold drake hatchling!
Cold drake hatchling counters the attack!
Melee retaliation hits Abnan for (2 antimagic), 0 cold, (1 antimagic), 0 cold, (1 antimagic), 0 cold, (1 antimagic), 0 cold, (1 antimagic), 0 cold (0 total damage).
Abnan hits Cold drake hatchling for 575 blight, 4211 physical (4786 total damage).
Abnan hits Arivena the cold drake hatchling for 582 physical, 42 fire (625 total damage).
Abnan prepares for the next kill!
Abnan killed Cold drake hatchling!
Abnan slows down.
Abnan performs a melee critical strike against Arivena the cold drake hatchling!
Abnan performs a melee critical strike against Arivena the cold drake hatchling!
Abnan prepares for the next kill!
3-headed hydra (wild summon) spits lightning!
Abnan shares damage with his oozes!
Abnan hits Arivena the cold drake hatchling for 1155 physical damage.
3-headed hydra (wild summon) hits Abnan for (123 antimagic), 147 lightning (147 total damage).
Melee retaliation hits Abnan for (1 antimagic), 0 cold, (1 antimagic), 0 cold (0 total damage).
Abnan killed Arivena the cold drake hatchling!
Poison from Arivena the cold drake hatchling hits Abnan for (15 antimagic), 0 nature (0 total damage).
Arivena the cold drake hatchling's poison area effect hits Abnan for (9 antimagic), 0 nature (0 total damage).
Abnan picks up (t.): Glaciertouch the dragonbone vilestaff (30-36 power, 6 apr, darkness element).
You pickup 0.65 gold pieces.
Abnan no longer revels in blood quite so much.






























































































































































































































