









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 27 / 45% |
| Size | big |
| Lifes / Deaths | Killed by ritch flamespitter at level 12 on the 5th Dusk 122nd year of Ascendancy at 22:51 1 / 5Killed by Islethra the sandworm at level 22 on the 22nd Haze 122nd year of Ascendancy at 17:22 Killed by Xerildatta the sandworm at level 22 on the 22nd Haze 122nd year of Ascendancy at 18:34 Killed by Fingers at level 23 on the 22nd Haze 122nd year of Ascendancy at 19:41 Killed by Eilinivea the elven warrior at level 25 on the 29th Haze 122nd year of Ascendancy at 14:10 |
Primary Stats
| Strength | 58 (base 13) |
| Dexterity | 69 (base 52) |
| Constitution | 59 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 68 (base 58) |
Resources
| Life | 997/997 |
| Stamina | 258/258 |
| Healing Factor | 1.6151133323992 |
| Regeneration | 10.094458327495 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 104 |
| Accuracy | 58 |
| Crit Chance | 28% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Arcane | +6% |
| Cold | +28% |
| All | 0% |
| Darkness | +14% |
| Light | +8% |
| Temporal | +5% |
| Physical | +7% |
| Mind | +3% |
| Nature | +15% |
Offense: Damage Penetration
| Physical | +10% |
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 34 (44.574340358689%) |
| Defense | 70 |
| Ranged Defense | 72 |
| Fatigue | 1.1710401681608 |
| Physical Save | 30 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 70%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 21%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Bleed Resistance | 20% |
| Teleport Resistance | 20% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 77% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 31% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost sun paladin from death by fire drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emadhedhera the dreaming horror. Escort: temporal explorer (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by bee swarm. Escort: worried loremaster (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Hettaregodig (30 def, 12 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Defense: +30 (+7 eff.) Fatigue: +3% Spell save: +3 (+1 eff.) Cut immunity: +20% Teleport immunity: +20% Life regen: +4.00 Healing mod.: +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Spellhunt Remnants (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+4 eff.) Maximum life: +60.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +9% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Mana Clash (5% chance level 1). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| On head | Dimnail (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +4 Dex / +4 Cun / +6 Con Changes resistances: +10% fire / +6% mind / +7% cold Changes damage: +9% darkness / +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe 'Camytar' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 4 physical Changes stats: +1 Str / +4 Dex Changes resistances: +3% temporal Maximum life: +21.00 Maximum stamina: +16.00 Healing mod.: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | SpiderripperInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +7 Str / +12 Con Changes resistances: +32% cold Changes damage: +6% arcane / +16% cold Critical mult.: +10.00% Spell save: +19 (+9 eff.) Maximum mana: +20.00 Maximum stamina: +32.00 Maximum vim: +10.00 Spell crit. chance: +2% Rings make your fingers look great! |
| On fingers | Xanawen the FestervortexInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +24% acid / +27% cold / +3% nature / +6% lightning Changes damage: +12% acid / +12% cold Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +27% Maximum life: +20.00 Rings make your fingers look great! |
| Around neck | Aderinne the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +8 Defense: +20 (+5 eff.) Changes stats: +2 Mag Changes resistances penetration: +10% physical Changes damage: +5% darkness / +5% temporal / +5% light / +17% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
| Main armor | Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Light source | Kindlerebel the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +5 Mag Changes resistances penetration: +10% fire Critical mult.: +5.00% Mental save: +3 (+1 eff.) Maximum life: +41.00 Mental crit. chance: +3% Light radius: +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. |
| Cloak | Velissra the linen cloak (31 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +31 (+8 eff.) Changes stats: +7 Str / +2 Dex / +2 Con Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Morningwind the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 6 mind Changes stats: +3 Dex / +4 Mag Changes damage: +3% light Critical mult.: +6.00% See invisible: +6 A belt that goes around your waist. |
Inventory
movement infusion of the wizard (speed 500%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 295; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 295 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 18%; physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 29%; physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
GloomdredgeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +3% cold Stun/Freeze immunity: +20% Amulets make your neck look great! |
clarifying steel amulet of mastery (0.10 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Talent mastery: +0.10 Technique / Combat techniques Confusion immunity: +21% Amulets make your neck look great! |
steel amulet 'Hazebraid'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +9 Cun / +2 Dex Changes resistances: +6% cold Talent mastery: +0.18 Technique / Mobility See invisible: +12 Amulets make your neck look great! |
IsonorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +7 Physical power: +25 (+6 eff.) Armour: +4 Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +22% Vim when firing critical spell: +2.00 Maximum life: +30.00 Maximum stamina: +20.00 Rings make your fingers look great! |
marksman's copper ring of arcana (+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Silence immunity: +20% Mana each turn: +0.12 Rings make your fingers look great! |
marksman's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
mule's steel ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +10% mind Changes damage: +10% mind Maximum encumbrance: +20 Rings make your fingers look great! |
savage's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+6 eff.) Stun/Freeze immunity: +20% Life regen: +3.00 Maximum stamina: +13.00 Rings make your fingers look great! |
truestriking stralite dagger of massacre (36-47 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +6% physical Sharp, short and deadly. |
cured leather sling 'Rainreaper'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +8 nature When wielded/worn: Physical power: +13 (+3 eff.) Effects on ranged hit: * 20% chance to slow global speed by 48% Changes stats: +3 Str / +6 Wil / +7 Con Changes resistances: +3% cold Maximum life: +18.00 Slings are used to hurl stones or metal shots at your foes. |
voratun waraxe 'Pyreriver' (39-55 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 22 * Create an explosion dealing 15 acid damage (1/turn) On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 acid / +19 mind Damage (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +13.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 2 fire Changes stats: +5 Cun / +4 Wil Changes resistances: +21% acid Changes resistances penetration: +41% acid Changes damage: +21% acid One-handed war axes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Urthigas the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 mind Changes stats: +3 Dex / +1 Wil / +1 Con Changes damage: +12% mind Maximum encumbrance: +21 See invisible: +6 A belt that goes around your waist. |
rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Camohir the linen cloak (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +3% light / +3% fire Changes damage: +3% physical Disarm immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerolratira (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +1 Str / +5 Con Changes resistances: +3% mind Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismvenom (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +3 Wil Changes resistances: +3% blight / +1% physical / +6% light Physical save: +18 (+9 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +20% Maximum life: +40.00 A pair of boots made of leather. |
Ulfedig the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: -5% Changes stats: +1 Mag Changes resistances penetration: +15% physical Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Stamina each turn: +1.00 A pair of boots made of leather. |
Aerywe the Rainrain (5 def, 11 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +1% Damage (Melee): 6 physical Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +3% physical Reduces incoming crit damage: 15.00% Blindness immunity: +20% When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +5 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 41.93 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
heroic iron gauntlets (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Fatigue: +1% Mental save: +6 (+3 eff.) Maximum life: +44.00 When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +23.00 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 20 arcane resource burn Spell save: +11 (+5 eff.) When used to modify unarmed attacks: Base power: 17.5 - 24.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Hanaradar the Squalorlore (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +2 Dex Changes damage: +3% lightning Critical mult.: +5.00% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polylemina (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +5% Changes stats: +1 Mag Changes resistances: +6% lightning / +6% temporal Poison immunity: +10% See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening voratun mail armour (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +3 Wil Mental save: +15 (+7 eff.) A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
Anozor the Torchzeal (18 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +18 (+4 eff.) Fatigue: +6% Changes resistances: +5% arcane Changes resistances penetration: +5% fire Cut immunity: +20% Life regen: +3.20 Maximum life: +31.00 Healing mod.: +11% A suit of armour made of leather. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
42 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of wreckage (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Nerunne the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +1 Mag Changes resistances: +6% fire Mana each turn: +0.12 Spellpower: +15 (+4 eff.) Light radius: +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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ivulaith the Arcmarrow [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances penetration: +5% lightning / +5% acid Changes damage: +9% mind It can be used to blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fingers the Thalore Brawler level 10
1st Summertide 122nd year of Ascendancy at 06:54 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Fingers the Thalore Brawler level 24
27th Haze 122nd year of Ascendancy at 13:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fingers the Thalore Brawler level 10
4th Mirth 122nd year of Ascendancy at 10:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Fingers the Thalore Brawler level 20
51st Dusk 122nd year of Ascendancy at 10:21 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Fingers the Thalore Brawler level 20
60th Dusk 122nd year of Ascendancy at 05:38 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Fingers the Thalore Brawler level 23
26th Haze 122nd year of Ascendancy at 13:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Fingers the Thalore Brawler level 18
42nd Dusk 122nd year of Ascendancy at 22:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fingers the Thalore Brawler level 10
5th Mirth 122nd year of Ascendancy at 02:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fingers the Thalore Brawler level 15
24th Dusk 122nd year of Ascendancy at 00:12 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Fingers the Thalore Brawler level 23
23rd Haze 122nd year of Ascendancy at 04:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fingers the Thalore Brawler level 18
42nd Dusk 122nd year of Ascendancy at 10:44 see stats
Log
You gain 2.68 gold from the transmogrification of impenetrable dwarven-steel mail armour of fire resistance (3 def, 17 armour).
You gain 7.10 gold from the transmogrification of enlightening dwarven-steel mail armour of the deep (3 def, 10 armour).
You gain 3.45 gold from the transmogrification of dwarven-steel mail armour of implacability (3 def, 12 armour).
You gain 19.50 gold from the transmogrification of dwarven-steel mail armour 'Xuwyn' (3 def, 8 armour).
You gain 10.00 gold from the transmogrification of Iron Mail of Bloodletting (2 def, 4 armour).
You gain 5.27 gold from the transmogrification of dwarven-steel gauntlets of the nighthunter (0 def, 2 armour).
You gain 4.09 gold from the transmogrification of dwarven-steel gauntlets of the iron hand (0 def, 2 armour).
You gain 1.04 gold from the transmogrification of corrosive dwarven-steel gauntlets (0 def, 2 armour).
You gain 5.85 gold from the transmogrification of wanderer's pair of hardened leather boots of rushing (0 def, 3 armour).
You gain 4.33 gold from the transmogrification of dreamer's linen robe of corrosion (+19%) (0 def, 0 armour).
You gain 12.92 gold from the transmogrification of Coalscar (7 def, 0 armour).
You gain 12.72 gold from the transmogrification of Chillzephyr the linen cloak (1 def, 0 armour).
You gain 13.45 gold from the transmogrification of Heatwake (18-24 power, 2 apr).
You gain 18.15 gold from the transmogrification of Betenne the Quenchschism (13-18 power, 3 apr).
You gain 4.72 gold from the transmogrification of blazebringer's stralite steamsaw of fire resistance (+24%) (32-47 power, 0 apr).
You gain 1.35 gold from the transmogrification of acidic dwarven-steel steamsaw (18-28 power, 0 apr).
You gain 5.55 gold from the transmogrification of overgrown dwarven-steel steamgun of tinkering (+4).
You gain 8.50 gold from the transmogrification of Penitence (15-18 power, 4 apr, nature element).
You gain 5.85 gold from the transmogrification of nature's mossy mindstar of storms (3-3 power, 12 apr, nature damage).
You gain 5.21 gold from the transmogrification of horrifying thorny mindstar of frost (9-10 power, 24 apr, mind damage).
You gain 0.45 gold from the transmogrification of iron mace of massacre (19-27 power, 2 apr).
You gain 15.43 gold from the transmogrification of Liseyawe (24-34 power, 4 apr).
You gain 2.59 gold from the transmogrification of hateful dwarven-steel longsword of massacre (28-39 power, 4 apr).
You gain 2.25 gold from the transmogrification of acidic iron longsword of phasing (12-16 power, 9 apr).
You gain 5.86 gold from the transmogrification of treant's steel ring of pilfering.
You gain 0.59 gold from the transmogrification of shatter afflictions rune (absorb 33; cd 21).
You gain 1.52 gold from the transmogrification of movement infusion (speed 463%; cd 16).
You gain 5.32 gold from the transmogrification of heroism infusion (die at -332; dur 5; cd 31).
You gain 1.19 gold from the transmogrification of healing infusion of the wizard (heal 103; cd 14).
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