Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | 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 Weapons Pack 1.2.3This 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. Items Vault 1.2.0Donators/Buyers bonus! Infinite500 v2.3c: Revised high level play for ToME 1.2.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Infinite |
| Mode | Easy Adventure |
| Sex | Female |
| Race | Homosuperior |
| Class | Oozemancer |
| Level / Exp | 40 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by thaurhereg at level 6 on the 78th Pyre 122nd year of Ascendancy at 13:21 3 / 4Killed by fire drake at level 7 on the 79th Pyre 122nd year of Ascendancy at 01:57 Killed by war hound at level 38 on the 19th Dusk 122nd year of Ascendancy at 00:10 Killed by Rikkhas the dolleg at level 38 on the 20th Dusk 122nd year of Ascendancy at 09:11 |
| Antimagic | Follower |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 75 (base 41) |
| Magic | 19 (base 10) |
| Willpower | 101 (base 60) |
| Cunning | 93 (base 60) |
Resources
| Life | 1544/1544 |
| Equilibrium | 81 |
| Healing Factor | 1.3 |
| Regeneration | 8.45 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +140% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 5 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 64 |
| Crit Chance | 47% |
| APR | 78 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 131 |
| Accuracy | 64 |
| Crit Chance | 47% |
| APR | 78 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.3333333333333 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 72.50969551571 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (60%) |
| Defense | 35.8 |
| Ranged Defense | 39.3 |
| Fatigue | 3 |
| Physical Save | 49.05 |
| Spell Save | 46.933333333333 |
| Mental Save | 67.175 |
Defense: Resistances
| All | + 28%( 70%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Fear Resistance | 0% |
| Blind Resistance | 16% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 403 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 6/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Acidic Skin |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Elemental Harmony |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 25% for 3 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+25% resist all). Shroud of Passing |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 10 of Infinite Dungeon. Escort: injured seer (level 10 of Infinite Dungeon)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 13 of Infinite Dungeon. Escort: lone alchemist (level 13 of Infinite Dungeon)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 24 of Infinite Dungeon. Escort: lone alchemist (level 24 of Infinite Dungeon)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Infinite Dungeon. Escort: lone alchemist (level 8 of Infinite Dungeon)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 12 of Infinite Dungeon. Escort: lost anorithil (level 12 of Infinite Dungeon)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 21 of Infinite Dungeon. Escort: lost sun paladin (level 21 of Infinite Dungeon)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by orc cryomancer. Escort: lost sun paladin (level 25 of Infinite Dungeon) | failed |
You failed to protect the worried loremaster from death by orc pyromancer. Escort: worried loremaster (level 15 of Infinite Dungeon) | failed |
You successfully escorted the worried loremaster to the recall portal on level 16 of Infinite Dungeon. Escort: worried loremaster (level 16 of Infinite Dungeon)As a reward you improved Willpower by +2. | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | wanderer's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) (Shrouds) wanderer's pair of dwarven-steel boots of uncanny dodging (5 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Physical save: +19 Mental save: +15 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Islyma' dwarven lantern 'Islyma'Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +8 Damage when hit (Melee): 8 physical Changes stats: +5 Con Changes resistances: +11% blight / +3% all Maximum encumbrance: +30 Spell save: +14 Life regen: +3.00 Maximum stamina: +10.00 Light radius: +9 Healing mod.: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | psion's cashmere wizard hat of madness (2 def, 0 armour) (Misfortune) psion's cashmere wizard hat of madness (2 def, 0 armour) (Misfortune)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +6 Cun / +5 Wil Changes resistances: +10% mind Changes damage: +8% mind Physical save: +8 Mental save: +30 Confusion immunity: -20% Fear immunity: -20% Maximum psi: +12.00 Mindpower: +7 Mental crit. chance: +9% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 266 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Wyrmbreath (0 def, 4 armour) (Corpses) Wyrmbreath (0 def, 4 armour) (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Corpses It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 112.12 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | dwarven-steel pickaxe of Reknor (dig speed 16 turns) dwarven-steel pickaxe of Reknor (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's steel ring of lightning (+20%) (Nightmares) gladiator's steel ring of lightning (+20%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +5 Con Changes resistances: +20% lightning Changes damage: +10% lightning Curse of Nightmares Rings can have magical properties. |
| On fingers | stralite ring 'Hanidodil' (Shrouds) stralite ring 'Hanidodil' (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Damage when hit (Melee): 4 arcane Changes stats: +5 Dex / +2 Wil / +10 Cun Grants telepathy: Dragon Mental save: +10 Confusion immunity: +20% Life regen: +1.50 Maximum life: +76.00 Healing mod.: +20% Curse of Shrouds Rings can have magical properties. |
| Around neck | mindweaver's steel amulet of vision mindweaver's steel amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Mental save: +9 Blindness immunity: +16% Confusion immunity: +14% Mindpower: +9 Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
| In main hand | horrifying living mindstar of balance (16.5-18.15 power, 78 apr, mind damage) (Corpses) horrifying living mindstar of balance (16.5-18.15 power, 78 apr, mind damage) (Corpses)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 8 darkness Changes damage: +7% mind / +10% darkness Physical save: +5 Spell save: +5 Mental save: +7 Equilibrium when hit: +1.40 Mindpower: +10 Mental crit. chance: +5% Curse of Corpses 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 | Mighty Girdle (Misfortune) Mighty Girdle (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | summoner's living mindstar of persecution (16.5-18.15 power, 78 apr, nature damage) (Shrouds) summoner's living mindstar of persecution (16.5-18.15 power, 78 apr, nature damage) (Shrouds)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +30% Unnatural When wielded/worn: Mindpower: +27 Mental crit. chance: +9% Curse of Shrouds 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. |
| Cloak | resilient cashmere cloak of mindcraft (2 def, 0 armour) (Corpses) resilient cashmere cloak of mindcraft (2 def, 0 armour) (Corpses)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Cun / +5 Wil Maximum life: +41.00 Mental crit. chance: +6% Curse of Corpses 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 Spydrรซ (10 def, 15 armour) (Nightmares) Spider-Silk Robe of Spydrรซ (10 def, 15 armour) (Nightmares)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% Curse of Nightmares 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
regeneration infusion (heal 330 over 5 turns) regeneration infusion (heal 330 over 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 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. |
regeneration infusion of the sneak (heal 543 over 5 turns) regeneration infusion of the sneak (heal 543 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 543 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure magical, physical) wild infusion (resist 13%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 magical, physical effects and reduce all damage taken by 13% 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. |
wild infusion of the wizard (resist 19%; cure magical, physical) wild infusion of the wizard (resist 19%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 19% for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (34 nature damage, 41% healing reduction) insidious poison infusion of the duelist (34 nature damage, 41% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 33.63 nature damage per turns for 7 turns, and reducing the target's healing received by 41%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (55 nature damage, 25% healing reduction) insidious poison infusion of the psychic (55 nature damage, 25% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 54.84 nature damage per turns for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (76 nature damage, 40% healing reduction) insidious poison infusion of the psychic (76 nature damage, 40% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 76.37 nature damage per turns for 7 turns, and reducing the target's healing received by 40%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+9 for 11 turns, die at -419) heroism infusion of the duelist (+9 for 11 turns, die at -419)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 11 turns. While Heroism is active, you will only die when reaching -419 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 Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (782% speed; 7 turns) movement infusion of the titan (782% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 increase movement speed by 782% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind Confusion immunity: +22% Amulets can have magical properties. |
grounding steel amulet of vision grounding steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% lightning Blindness immunity: +12% Stun/Freeze immunity: +22% Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
protective steel amulet of vision protective steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +5 Changes resistances cap: +3% all Physical save: +10 Blindness immunity: +16% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
restful steel amulet of vision restful steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Blindness immunity: +19% Life regen: +1.30 Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
wanderer's steel amulet of cunning (+3) wanderer's steel amulet of cunning (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +10 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
wanderer's gold amulet of murder wanderer's gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +4.0% Fatigue: -4% Changes stats: +5 Dex / +5 Cun / +5 Con Critical mult.: +15.00% Life regen: +0.70 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
sneakthief's steel ring (Shrouds) sneakthief's steel ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +5 Cun / +6 Dex Curse of Shrouds Rings can have magical properties. |
summoner's thorny mindstar (9-9.9 power, 24 apr, nature damage) (Corpses) summoner's thorny mindstar (9-9.9 power, 24 apr, nature damage) (Corpses)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +7 Mental crit. chance: +5% Curse of Corpses 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. |
thorny mindstar 'Vorimina' (9-9.9 power, 15 apr, mind damage) (Corpses) thorny mindstar 'Vorimina' (9-9.9 power, 15 apr, mind damage) (Corpses)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +8 mind When wielded/worn: Physical crit. chance: +3.0% Changes resistances: +4% blight Changes damage: +6% nature Disease immunity: +17% Mindpower: +3 Mental crit. chance: +3% Curse of Corpses 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. |
living mindstar of flames (15-16.5 power, 40 apr, mind damage) (Shrouds) living mindstar of flames (15-16.5 power, 40 apr, mind damage) (Shrouds)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +12% fire Mindpower: +5 Mental crit. chance: +5% Global speed: +4% Curse of Shrouds 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. |
noble's rough leather belt (Corpses) noble's rough leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +18% Summoned Curse of Corpses A belt that goes around your waist. |
wyrmwaxed cashmere cloak of fog (7 def, 0 armour) (Corpses) wyrmwaxed cashmere cloak of fog (7 def, 0 armour) (Corpses)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 Changes resistances: +7% acid / +13% light / +20% fire / +8% cold / +7% lightning Stealth bonus: +11 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) (Nightmares) Robe of Force (12 def, 8 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% Curse of Nightmares It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
mindwoven woollen robe of nature (+16%) (0 def, 0 armour) (Shrouds) mindwoven woollen robe of nature (+16%) (0 def, 0 armour) (Shrouds)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% nature Changes damage: +11% nature Mental save: +18 Mindpower: +2 Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (2 def, 0 armour) (Nightmares) verdant cashmere robe of life (2 def, 0 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Con Changes resistances: +5% blight Changes damage: +8% nature Poison immunity: +34% Disease immunity: +26% Life regen: +3.00 Maximum life: +48.00 Healing mod.: +12% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
wanderer's pair of rough leather boots (0 def, 1 armour) (Misfortune) wanderer's pair of rough leather boots (0 def, 1 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Con Physical save: +10 Mental save: +11 Curse of Misfortune A pair of boots made of leather. |
cleansing rough leather cap (0 def, 1 armour) (Misfortune) cleansing rough leather cap (0 def, 1 armour) (Misfortune)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +6% blight Curse of Misfortune A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) (Shrouds) Steel Helm of Garkul (0 def, 6 armour) (Shrouds)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
champion's hardened leather cap (0 def, 3 armour) (Shrouds) champion's hardened leather cap (0 def, 3 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Wil Mental save: +8 Light radius: +1 Curse of Shrouds A cap made of leather. |
Eel-skin armour (10 def, 1 armour) (Corpses) Eel-skin armour (10 def, 1 armour) (Corpses)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Corpses It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 81.53 to 244.59 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
25 aquamarine 25 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
23 opal 23 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
26 topaz 26 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
27 amethyst 27 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
149 alchemist agate 149 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +44.00 Light radius: +2 Healing mod.: +12% 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Achievements
Log
You gain 3.14 gold from the transmogrification of caller's cured leather armour (2 def, 4 armour) (Madness).
You gain 6.16 gold from the transmogrification of enlightening stralite mail armour of lightning resistance (4 def, 8 armour) (Corpses).
You gain 4.05 gold from the transmogrification of prismatic dwarven-steel mail armour of implacability (3 def, 14 armour) (Madness).
You gain 3.01 gold from the transmogrification of miner's hardened leather cap of knowledge (0 def, 6 armour) (Nightmares).
You gain 9.72 gold from the transmogrification of heroic hardened leather gloves of butchering (0 def, 7 armour) (Corpses).
You gain 13.26 gold from the transmogrification of stormwoven silk robe of life (3 def, 0 armour) (Misfortune).
You gain 13.27 gold from the transmogrification of Chargehue the silk robe (3 def, 0 armour) (Madness).
You gain 5.30 gold from the transmogrification of cosmic stralite buckler of physical resistance (+16%) (Nightmares).
You gain 20.00 gold from the transmogrification of Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr).
You gain 3.25 gold from the transmogrification of elemental quiver of elven-wood arrows of amnesia (20/20, 42.5-59.5 power, 14 apr).
You gain 4.73 gold from the transmogrification of hateful quiver of ash arrows of persecution (17/17, 22.5-31.5 power, 7 apr).
You gain 0.75 gold from the transmogrification of hardened leather sling (Misfortune).
You gain 14.35 gold from the transmogrification of Belawen the Blastbright (Shrouds).
You gain 3.85 gold from the transmogrification of stralite waraxe of torment (31-43.4 power, 5 apr) (Misfortune).
You gain 7.23 gold from the transmogrification of elemental dwarven-steel waraxe of nature (17.5-24.5 power, 4 apr) (Misfortune).
You gain 1.81 gold from the transmogrification of steel waraxe of purging (14-19.6 power, 3 apr) (Madness).
You gain 4.21 gold from the transmogrification of orite trident of disruption (39-62.4 power, 13 apr) (Nightmares).
You gain 12.80 gold from the transmogrification of greater elven-wood magestaff of breaching (25-30 power, 5 apr, cold element) (Misfortune).
You gain 7.39 gold from the transmogrification of infernal ash starstaff of projection (15-18 power, 3 apr, temporal element) (Corpses).
You gain 4.09 gold from the transmogrification of stralite mace of crippling (36-50.4 power, 5 apr) (Misfortune).
You gain 3.09 gold from the transmogrification of flaming voratun longsword of massacre (53-74.2 power, 6 apr) (Nightmares).
You gain 5.89 gold from the transmogrification of glacial dwarven-steel longsword of erosion (23.5-32.9 power, 4 apr) (Nightmares).
You gain 13.70 gold from the transmogrification of Demonwell (56-84 power, 3 apr) (Corpses).
You gain 4.94 gold from the transmogrification of tangling steel dagger of evisceration (14-18.2 power, 6 apr) (Corpses).
You gain 6.44 gold from the transmogrification of quick stralite battleaxe of purging (43-64.5 power, 3 apr) (Madness).
You gain 6.54 gold from the transmogrification of balanced steel battleaxe of ruin (21-31.5 power, 2 apr) (Nightmares).
You gain 3.45 gold from the transmogrification of conjurer's gold ring (Misfortune).
You gain 4.65 gold from the transmogrification of Elyba the Deepstaint.
You gain 1.88 gold from the transmogrification of movement infusion (710% speed; 7 turns).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
