














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Forbidden Cults 1.6.0Official 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.
Embers of Rage 1.6.0Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Ashes of Urh'Rok 1.6.0Official Expansion!Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Starting Equipment 1.6.0 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 25 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Yveriavea the temporal stalker at level 24 on the 6th Iron 123rd year of Ascendancy at 18:16 5 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 14 (base 10) |
| Constitution | 33 (base 17) |
| Magic | 8 (base 10) |
| Willpower | 89.457493554273 (base 55) |
| Cunning | 53.457493554273 (base 40) |
Resources
| Life | 663/663 |
| Equilibrium | 58 |
| Healing Factor | 1.3899507389163 |
| Regeneration | 3.1273891625616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.710271225286 |
| See Invisible | 38.710271225286 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 56 |
| Crit Chance | 17% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 56 |
| Crit Chance | 16% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Acid | +10% |
| Nature | +21% |
| Cold | +8% |
| Mind | +16% |
| Physical | +18% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 26 (60%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 4 |
| Physical Save | 50 |
| Spell Save | 62 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 7%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 31%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 12%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
| Poison Resistance | 100% |
| Blind Resistance | 80% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.3 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: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% 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 Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Moss | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Slime | 1.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.60 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Wild-gift / Mucus | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.60 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.70 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
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 lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * You've found the needed length of troll intestine. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | Eilinynn the pair of iron boots (9 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Armour +3 Defense +9 (+5 eff.) Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings can have magical properties. |
| On fingers | steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings can have magical properties. |
| Around neck | warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical Heal.mod +11% Cut- +50% ---------- misc Stam/turn +0.20 Heal: Puts all charms on 32 cooldown Level 3.9 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 434 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Earthbile the thorny mindstar (9.5-10.45 power, 31 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 9.5 - 10.5 Nature Uses 74% Wil, 45% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +31 Crit +3.5% Atk.spd 100% Melee+ +12 acid +16 nature On Hit: * 20% chance to slow global speed by 65% While equipped: dps ---------- Mind.crit +3% Mind.pwr +18 (+5 eff.) Dmg.mod +6% nature Res.pen +10% nature +10% acid ----- def ----- Resists +15% nature Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Eremilevor1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +1 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +2 Resists +6% nature +3% darkness Phys.save +6 (+2 eff.) Die.at -40.00 life Disarm- +20% A belt that goes around your waist. |
| In off hand | Great Caller (10-11 power, 23 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 45% Wil, 74% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +23 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +18 (+5 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
| Cloak | Hayaleg the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +27 (+13 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +5% arcane +9% acid Spell.save +18 (+5 eff.) Max.HP +61.00 ---------- misc Max.stam +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the psychic (heal 227; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -476; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -476 life. The duration and life will increase by 1% for every 1% life you have lost (currently 476 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -535; dur 6; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -535 life. The duration and life will increase by 1% for every 1% life you have lost (currently 535 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 562%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 562% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 437%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 437% 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. 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 psychic (heal 387; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Willpower stat. 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 34%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (507.83 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 507.83 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 25; cd 10)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Flowersnake the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mind.pwr +12 (+3 eff.) Mov.spd +10% Dmg.mod +9% nature ----- def ----- Fatigue -4% Resists +9% nature +6% mind HP.reg +2.00 ---------- misc Stam/turn +0.40 Psi/ret +0.04 Max.psi +10.00 Amulets can have magical properties. |
cleansing gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +12% nature +15% blight Heal.mod +10% Poison- +20% Disease- +25% Cut- +40% Heal: Puts all charms on 32 cooldown Level 2.6 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 367 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
gladiator's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 11 light Ranged+ 11 light Dmg.mod +12% light Rings can have magical properties. |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. |
Eye of Winter (8-8.8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.6 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 155.29 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
gifted mossy mindstar (3-3.3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious thorny mindstar of resolve (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% nature Res.pen +4% nature ----- def ----- Resists +4% nature Spell.save +2 (+1 eff.) ---------- misc Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of resolve (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Spell.save +3 (+1 eff.) Disease- +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +5 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Blastmaim (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Res.pen +25% lightning +5% fire Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Iron Throne (7 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +3 Str +2 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
miner's pair of iron boots of tirelessness (0 def, 4 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +25% Confus- +20% Stun/Frz- +21% A pair of boots made of leather. |
Narafast the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +5 Wil +3 Cun +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +3 Telepathy Demon/Minor Demon/Major A cap made of leather. |
hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+4) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
torn swimming goggles torn swimming goggles2.0 T1 head armor [Unique] |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
69 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Dmg.mod +10% blight Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was corrupted by the digestive sack. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 23 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 50.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 50.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(142 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Emelevena the Brightsteel [power 189] (14 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Res.pen +15% fire Melee Ret 4 mind ----- def ----- Defense +6 (+3 eff.) ---------- misc Equi/ret +0.08 Max.psi +40.00 Blast the opponent's mind dealing 189 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zerudir the steel torque of mindblast [power 175] (14 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +6% blight +15% fire HP.reg +4.00 Stun/Frz- +20% Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (36 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 36 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 176] (14 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Mardyradundur' [power 78] (14 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Phasing +20% Acc +9 (+4 eff.) ----- def ----- Armour +2 Defense +12 (+6 eff.) Heals yourself and all friendly characters within 10 spaces for 78 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By G.Nome the Dwarf Oozemancer level 17
13rd Wealth 122nd year of Ascendancy at 11:51 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By G.Nome the Dwarf Oozemancer level 17
9th Wealth 122nd year of Ascendancy at 01:52 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By G.Nome the Dwarf Oozemancer level 23
5th Iron 123rd year of Ascendancy at 04:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By G.Nome the Dwarf Oozemancer level 20
20th Shortage 122nd year of Ascendancy at 05:28 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By G.Nome the Dwarf Oozemancer level 10
3rd Acquisition 122nd year of Ascendancy at 06:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By G.Nome the Dwarf Oozemancer level 20
20th Shortage 122nd year of Ascendancy at 01:04 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By G.Nome the Dwarf Oozemancer level 17
43rd Profit 122nd year of Ascendancy at 04:47 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By G.Nome the Dwarf Oozemancer level 6
18th Voratun 122nd year of Ascendancy at 20:49 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By G.Nome the Dwarf Oozemancer level 12
24th Profit 122nd year of Ascendancy at 11:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By G.Nome the Dwarf Oozemancer level 19
19th Shortage 122nd year of Ascendancy at 16:47 see stats
Log
You gain 1.63 gold from the transmogrification of prismatic hardened leather armour (9 def, 6 armour).
You gain 4.84 gold from the transmogrification of enlightening hardened leather armour of resilience (9 def, 6 armour).
You gain 4.83 gold from the transmogrification of radiant steel mail armour of implacability (2 def, 11 armour).
You gain 1.89 gold from the transmogrification of dwarven-steel mail armour of cold resistance (3 def, 8 armour).
You gain 0.57 gold from the transmogrification of insulating hardened leather cap (0 def, 3 armour).
You gain 2.55 gold from the transmogrification of hardened leather cap of might (0 def, 3 armour).
You gain 2.55 gold from the transmogrification of dwarven-steel helm of might (0 def, 4 armour).
You gain 0.97 gold from the transmogrification of cashmere wizard hat of the mind (+12%) (2 def, 0 armour).
You gain 6.01 gold from the transmogrification of brawler's hardened leather gloves (0 def, 2 armour).
You gain 2.95 gold from the transmogrification of pair of hardened leather boots of phasing (0 def, 3 armour).
You gain 5.12 gold from the transmogrification of dreamer's cashmere robe of darkness (+22%) (15 def, 0 armour).
You gain 4.50 gold from the transmogrification of warbringer's steel waraxe (10.5-14.7 power, 3 apr).
You gain 4.41 gold from the transmogrification of truestriking dwarven-steel waraxe of erosion (20-28 power, 4 apr).
You gain 2.51 gold from the transmogrification of yew vilestaff of might (20-24 power, 4 apr, acid element).
You gain 10.35 gold from the transmogrification of greater yew starstaff of channeling (20-24 power, 4 apr, temporal element).
You gain 1.50 gold from the transmogrification of dwarven-steel mace of projection (27.5-38.5 power, 4 apr).
You gain 2.28 gold from the transmogrification of acidic dwarven-steel longsword of erosion (22.5-31.5 power, 4 apr).
You gain 14.87 gold from the transmogrification of dwarven-steel greatmaul 'Beduhell' (44.5-66.75 power, 11 apr).
You gain 2.75 gold from the transmogrification of dwarven-steel dagger of corruption (18-23.4 power, 7 apr).
You gain 6.39 gold from the transmogrification of truestriking iron battleaxe of shearing (14-21 power, 1 apr).
You gain 5.96 gold from the transmogrification of treant's gold ring of pilfering.
You gain 4.66 gold from the transmogrification of treant's gold ring of clarity.
You gain 2.39 gold from the transmogrification of clarifying gold amulet of mastery (0.17 Cunning / Survival).
You gain 1.75 gold from the transmogrification of blink rune (range 3; phase 15; cd 19).
There is a ladder to the previous level here (press '' or right click to use).
G.Nome picks up (C.): hardened leather cap of knowledge (0 def, 3 armour).
G.Nome deactivates Mitosis.
G.Nome deactivates Psiblades.
G.Nome deactivates Antimagic Shield.











































































































