Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Spellsword 1.2.5This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines 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: Doctornull's Class Pack 1.2.3This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Items Vault 1.2.0Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Thievery 1.2.4If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15. Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Superhuman |
Class | Spellsword |
Level / Exp | 31 / 77% |
Size | medium |
Lifes / Deaths | Killed by Gluma the war bear at level 13 on the 7th Mirth 122nd year of Ascendancy at 06:43 3 / 3Killed by Kira at level 28 on the 68th Dusk 122nd year of Ascendancy at 13:37 Killed by Voruth the brittle clear ooze at level 30 on the 20th Haze 122nd year of Ascendancy at 00:44 |
Primary Stats
Strength | 83 (base 27) |
Dexterity | 58 (base 37) |
Constitution | 49 (base 31) |
Magic | 63 (base 49) |
Willpower | 27 (base 10) |
Cunning | 29 (base 10) |
Resources
Mana | 235/235 |
Psi | 27/96 |
Hate | 57/110 |
Life | 1506/1506 |
Paradox | 300 |
Stamina | 182/182 |
Equilibrium | 41 |
Healing Factor | 1.2 |
Regeneration | 6.18 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +200% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 8 |
See Invisible | 7 |
ESP Range | 20 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 53 |
Accuracy | 56 |
Crit Chance | 49% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 67.798821441223 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 28.75 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
All | +25% |
Defense: Base
Armour (hardiness) | 37 (35%) |
Defense | 53.439898842868 |
Ranged Defense | 58.106565509534 |
Fatigue | 0 |
Physical Save | 49.316666666667 |
Spell Save | 39.625 |
Mental Save | 37.675 |
Defense: Resistances
All | + 21%( 74%) |
Defense: Immunities
Disarm Resistance | 82% |
Knockback Resistance | 5% |
Confusion Resistance | 100% |
Stun Resistance | 65% |
Pinning Resistance | 32% |
Silence Resistance | 28% |
Blind Resistance | 18% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -778 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1114% over 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 29% for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Lifetide | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Spell / Blazebrand | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stoneshield | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Technique / Martial mastery | 1.20 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Arcane veteran | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Armor |
talent | Arcane Stamina |
talent | Spellsword Combat |
talent | Earthen Shield |
talent | Earth Stance |
talent | Beyond the Flesh |
talent | Dreamforge |
talent | Elemental Harmony |
talent | Mana Focus |
talent | Elemental Destruction |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is surrounded by a magical shield, absorbing 250/250 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 127. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 precision without your aid. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Layulaith the Demonsin (56.5-84.75 power, 3 apr) Layulaith the Demonsin (56.5-84.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 Base power: 56.5 - 84.8 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +14 lightning / +4 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +9% acid Changes damage: +3% acid Massive two-handed battleaxes. |
On hands | dwarven-steel gauntlets 'Poxswift' (0 def, 2 armour) dwarven-steel gauntlets 'Poxswift' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour: +2 Changes stats: +2 Str / +3 Wil / +3 Con Changes resistances: +6% nature / +6% temporal Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +7 Physical save: +8 Mental save: +7 Mana each turn: +0.16 Spellpower: +8 Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Elemental bolt (10% chance level 3). Damage (Melee): +9 arcane Burst (radius 1) on hit: +4 temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Lamp of Illusion Lamp of IllusionPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Defense: +4 Ranged Defense: +4 Changes damage: +10% light Talent mastery: +0.10 Spell / Illusion Light radius: +2 Infravision radius: +2 This plain looking lamp is not what it seems. |
On head | Cyruta the Carrionreaper (2 def, 0 armour) Cyruta the Carrionreaper (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature / 16 fire Changes resistances: +21% acid / +14% physical / +7% darkness / +13% mind Changes damage: +14% acid / +14% physical / +10% darkness / +3% fire / +13% mind / +9% nature Maximum hate: +10.00 Mindpower: +7 Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
On feet | pair of dwarven-steel boots 'Erelyrerath' (2 def, 4 armour) pair of dwarven-steel boots 'Erelyrerath' (2 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 Ranged Defense: +2 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +6% darkness / +6% blight Silence immunity: +28% Disarm immunity: +15% Confusion immunity: +20% Stun/Freeze immunity: +37% Knockback immunity: +5% Spellpower: +5 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Chromatic Wand Chromatic WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 mind / +1 blight / +2 cold / +1 arcane / +1 darkness Changes damage: +10% lightning / +10% fire / +10% physical / +10% cold Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 20 power out of 24/24) : Effective talent level: 2.0 Power cost: 20 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 179.39 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Chamorominarikan ChamorominarikanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 4 acid Changes stats: +4 Dex Changes resistances penetration: +5% mind Rings can have magical properties. |
Around neck | gold amulet 'Porygavena' gold amulet 'Porygavena'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +9 Effects on melee hit: * 20 arcane resource burn Changes resistances: +14% lightning / +3% temporal Changes resistances cap: +4% all Grants telepathy: Demon/Minor Demon/Major Physical save: +17 Blindness immunity: +18% Stun/Freeze immunity: +28% Infravision radius: +6 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
In main hand | Splendoursaw the stralite waraxe (32.5-45.5 power, 16 apr) Splendoursaw the stralite waraxe (32.5-45.5 power, 16 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to blind * 20% chance to gain 10% of a turn * 20% chance to torment the target Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +4 light When wielded/worn: Physical power: +10 Changes stats: +5 Con Changes resistances: +6% light Changes resistances penetration: +13% darkness / +12% physical / +5% light / +9% mind Changes damage: +6% temporal Disarm immunity: +18% One-handed war axes. |
Around waist | Daywedge the hardened leather belt Daywedge the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 Effects on melee hit: * 15% chance to blind * 40% chance to daze Damage when hit (Melee): 8 light / 12 lightning Changes resistances: +3% light Stealth bonus: +8 Light radius: +1 A belt that goes around your waist. |
In off hand | Serpentminister the dwarven-steel shield (8 def, 2 armour, 39.5 dam, 71.5 block) Serpentminister the dwarven-steel shield (8 def, 2 armour, 39.5 dam, 71.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 39.5 - 47.4 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +72 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when hit (Melee): 4 nature Changes stats: +3 Cun Changes resistances: +15% light / +14% darkness Maximum wards: +3 lightning / +3 temporal / +4 blight / +2 fire / +4 cold Changes damage: +9% nature Grants telepathy: Humanoid/Orc Talents granted: +3 Block +1 Ward Mental save: +20 Maximum psi: +20.00 Handheld deflection devices. |
Cloak | cashmere cloak 'Splendouroblivion' (2 def, 0 armour) cashmere cloak 'Splendouroblivion' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 15% chance to corrode armor * 15% chance to blind Damage when hit (Melee): 8 acid Changes stats: +3 Cun / +3 Dex Changes resistances: +6% light Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Brightwyrd the silk robe (3 def, 0 armour) Brightwyrd the silk robe (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Effects on melee hit: * 30% chance to blind Changes resistances penetration: +5% light / +15% fire Changes damage: +6% fire / +25% all Spell save: +19 Spellpower: +27 Spell crit. chance: +5% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion (resist 10%; cure mental, physical) wild infusion (resist 10%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Isloritta the Balancepulverizer Isloritta the BalancepulverizerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 10% chance to gain 10% of a turn Changes damage: +6% nature Physical save: +14 Spell save: +16 Mental save: +12 Amulets can have magical properties. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 100% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
steel spear 'Eludann' (14.5-20.3 power, 5 apr) steel spear 'Eludann' (14.5-20.3 power, 5 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / spear ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% On weapon hit: * 40% chance to cause random insanity On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Thrust Range: 2 When wielded/worn: Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 A spear. |
Arekira the dwarven-steel spear (29.5-41.3 power, 6 apr) Arekira the dwarven-steel spear (29.5-41.3 power, 6 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% Thrust Range: 2 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +3% blight / +9% temporal A spear. |
dwarven-steel spear 'Glintstrider' (23-32.2 power, 6 apr) dwarven-steel spear 'Glintstrider' (23-32.2 power, 6 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +5 lightning Damage conversion: 33% lightning Thrust Range: 2 When wielded/worn: Defense: +2 Ranged Defense: +2 Changes resistances: +6% light Changes resistances penetration: +26% lightning / +16% fire / +19% cold / +22% acid Changes damage: +10% lightning / +6% light Disease immunity: +15% Stun/Freeze immunity: +10% It can be used to activate talent Lightning, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 75.96 to 227.89 damage The damage will increase with your Spellpower. A spear. |
Alchemist's Sling Alchemist's SlingRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Accuracy: +10 Changes stats: +10 Dex Changes resistances: +20% fire Changes damage: +20% fire Talent masteries: +0.20 Spell / Explosive admixtures +0.20 Spell / Fire alchemy Spellpower: +20 Can use alchemist's gems as ammo. Slightly charred and smells like brimstone. A bit like that halfling hermit. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
linen cloak 'Glorumina' (1 def, 0 armour) linen cloak 'Glorumina' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun / +3 Wil Grants telepathy: Dragon Critical mult.: +15.00% Mental save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cystswift the cashmere cloak (2 def, 0 armour) Cystswift the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str / +1 Con Changes resistances: +3% lightning / +5% arcane Physical save: +13 Silence immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isukira (0 def, 9 armour) Isukira (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes resistances: +9% lightning / +7% temporal / +6% darkness / +3% cold Changes damage: +9% mind Spell save: +20 Life regen: +2.20 Infravision radius: +2 Healing mod.: +15% A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 60% Wil, 60% Cun Damage type: Physical Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
brawler's hardened leather gloves of magic (+3) (0 def, 2 armour) brawler's hardened leather gloves of magic (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +2 Dex / +4 Mag / +3 Cun Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +7 arcane Burst (radius 2) on crit: +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellwoven linen wizard hat of blight (+11%) (1 def, 0 armour) spellwoven linen wizard hat of blight (+11%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +11% blight Changes damage: +11% blight Mana each turn: +0.13 Spellpower: +3 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
miner's hardened leather cap of precognition (5 def, 5 armour) miner's hardened leather cap of precognition (5 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 Armour: +5 Defense: +5 Fatigue: +3% Effects when hit in melee: * 10% chance to gain 10% of a turn Changes stats: +4 Cun Infravision radius: +3 A cap made of leather. |
Crystalline Dwarven-steel shield (8 def, 2 armour, 32.5 dam, 73 block) Crystalline Dwarven-steel shield (8 def, 2 armour, 32.5 dam, 73 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 It is part of a set of items. When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +73 Damage conversion: 100% arcane When wielded/worn: Physical power: +12 Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes stats: +3 Wil / +3 Con Changes damage: +20% arcane / +20% blight Talent mastery: +0.20 Spell / Blight Talent granted: +3 Block Spellpower: +12 It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Handheld deflection devices. |
icy dwarven-steel shield of fire resistance (+19%) (8 def, 2 armour, 27 dam, 80.5 block) icy dwarven-steel shield of fire resistance (+19%) (8 def, 2 armour, 27 dam, 80.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +80 Damage (Melee): +12 cold When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 10 ice Changes resistances: +19% fire Talent granted: +3 Block Handheld deflection devices. |
reinforced voratun shield of reflection (12 def, 12 armour, 68 dam, 233 block) reinforced voratun shield of reflection (12 def, 12 armour, 68 dam, 233 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +233 When wielded/worn: Armour: +12 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes resistances: +13% light / +16% darkness Talent granted: +5 Block Handheld deflection devices. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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, costing 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Kira the Superhuman Spellsword level 26
61st Dusk 122nd year of Ascendancy at 09:47 see stats
By Kira the Superhuman Spellsword level 24
56th Dusk 122nd year of Ascendancy at 04:50 see stats
By Kira the Superhuman Spellsword level 27
66th Dusk 122nd year of Ascendancy at 19:35 see stats
By Kira the Superhuman Spellsword level 23
55th Dusk 122nd year of Ascendancy at 15:18 see stats
By Kira the Superhuman Spellsword level 26
61st Dusk 122nd year of Ascendancy at 09:22 see stats
By Kira the Superhuman Spellsword level 10
79th Pyre 122nd year of Ascendancy at 08:29 see stats
By Kira the Superhuman Spellsword level 20
48th Dusk 122nd year of Ascendancy at 21:05 see stats
By Kira the Superhuman Spellsword level 30
5th Haze 122nd year of Ascendancy at 09:59 see stats
By Kira the Superhuman Spellsword level 30
5th Haze 122nd year of Ascendancy at 17:01 see stats
By Kira the Superhuman Spellsword level 15
9th Mirth 122nd year of Ascendancy at 07:44 see stats
By Kira the Superhuman Spellsword level 26
61st Dusk 122nd year of Ascendancy at 09:47 see stats
By Kira the Superhuman Spellsword level 4
75th Pyre 122nd year of Ascendancy at 19:30 see stats
By Kira the Superhuman Spellsword level 26
61st Dusk 122nd year of Ascendancy at 09:47 see stats
By Kira the Superhuman Spellsword level 22
53rd Dusk 122nd year of Ascendancy at 08:11 see stats
By Kira the Superhuman Spellsword level 20
48th Dusk 122nd year of Ascendancy at 23:33 see stats
By Kira the Superhuman Spellsword level 29
76th Dusk 122nd year of Ascendancy at 01:45 see stats
By Kira the Superhuman Spellsword level 20
49th Dusk 122nd year of Ascendancy at 13:19 see stats
Log
Kira casts Rune: Shielding.
A shield forms around Kira.
There is a Temporal Rift here (press '' or right click to use).
You gain 2.15 gold from the transmogrification of cleansing reinforced leather armour of lightning resistance (4 def, 7 armour).
You gain 0.75 gold from the transmogrification of hardened leather armour (3 def, 6 armour).
You gain 7.35 gold from the transmogrification of Ce'Nobeth (3 def, 6 armour).
You gain 4.65 gold from the transmogrification of leafwalker's dwarven-steel helm (0 def, 4 armour).
You gain 0.50 gold from the transmogrification of linen headband (0 def, 0 armour).
You gain 2.15 gold from the transmogrification of dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour).
You gain 1.00 gold from the transmogrification of pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour).
You gain 2.51 gold from the transmogrification of shocking dwarven-steel buckler of acid resistance (+15%).
You gain 10.20 gold from the transmogrification of Cutherarethad.
You gain 7.65 gold from the transmogrification of hardened leather belt 'Mayeldatta'.
You gain 4.08 gold from the transmogrification of crushing stralite waraxe of vileness (39-54.6 power, 5 apr).
You gain 7.40 gold from the transmogrification of ash vilestaff 'Aerylenne' (15-18 power, 3 apr, fire element).
You gain 1.78 gold from the transmogrification of slime-covered dwarven-steel spear (23-32.2 power, 6 apr).
You gain 0.50 gold from the transmogrification of steel mace (14.5-20.3 power, 3 apr).
You gain 8.20 gold from the transmogrification of Shimmerripper (13.5-17.55 power, 6 apr).
You gain 0.75 gold from the transmogrification of yew club (26-36.4 power, 4 apr).
You gain 5.50 gold from the transmogrification of Gilybers (47.5-71.25 power, 2 apr).
You gain 1.44 gold from the transmogrification of shielding rune (absorb 147 for 5 turns).
You gain 2.85 gold from the transmogrification of invisibility rune (power 9 for 8 turns).
You gain 2.00 gold from the transmogrification of predatory infusion of the psychic (173 insidious poison (24.68/turn); +5% damage to horror).
You gain 1.62 gold from the transmogrification of vine lasso infusion of the warrior (3 turns, 302 physical damage).
You enter a zero gravity zone, beware!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.