Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Forbidden Cults 1.5.9Official 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.
Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dark Faerie |
Class | Cultist of Entropy |
Level / Exp | 103 / 31% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 95 (base 60) |
Dexterity | 98 (base 46) |
Constitution | 146 (base 77) |
Magic | 184 (base 100) |
Willpower | 161 (base 67) |
Cunning | 193 (base 100) |
Resources
Mana | 1633/1633 |
Psi | 303/303 |
Life | 2244/2244 |
Paradox | 300 |
Insanity | 0/100 |
Healing Factor | 2.1255696202531 |
Regeneration | 24.975443037974 |
Speed
Mental | +86.559735500338% |
Attack | 0% |
Movement | +22% |
Spell | +173.11947100068% |
Global | +100% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 23 |
See Stealth | 126.91085750777 |
See Invisible | 137.91085750777 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 118 |
Accuracy | 98 |
Crit Chance | 138% |
APR | 33 |
Speed | 0.54 |
Offense: Spell
Spellpower | 109 |
Crit Chance | 100% |
Speed | 0.36614013506109 |
Offense: Mind
Mindpower | 99 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +356% |
Arcane | +424% |
Cold | +326% |
All | +307% |
Mind | +333% |
Darkness | +505% |
Light | +401% |
Temporal | +390% |
Physical | +381% |
Lightning | +325% |
Fire | +340% |
Nature | +322% |
Offense: Damage Penetration
Acid | +10% |
Temporal | +77% |
Physical | +8% |
Arcane | +10% |
Mind | +25% |
Darkness | +205% |
Defense: Base
Armour (hardiness) | 115.36759721197 (77.104677060134%) |
Defense | 85 |
Ranged Defense | 87 |
Fatigue | 0 |
Physical Save | 150 |
Spell Save | 152 |
Mental Save | 150 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 60%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 95% |
Poison Resistance | 60% |
Blind Resistance | 53% |
Silence Resistance | 100% |
Bleed Resistance | 80% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 967% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 781 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 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 640 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 25% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Demented / Oblivion | 1.50 |
| 6/5 |
| 6/5 |
| 6/5 |
| 9/5 |
Psionic / Absorption | 1.20 |
| 10/5 |
| 0/5 |
| 10/5 |
| 0/5 |
Demented / Entropy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/5 |
Demented / Nether | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Rift | 1.50 |
| 5/5 |
| 5/5 |
| 10/5 |
| 5/5 |
Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Shades | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Demented / Chronophage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.50 |
| 7/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 1.84 |
| 6/5 |
| 6/5 |
| 6/5 |
| 9/5 |
Spell / Necrosis | 1.74 |
| 10/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 7/5 |
| 2/5 |
| 5/5 |
| 7/5 |
Demented / Doom | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Combat training | 1.20 |
| 7/5 |
| 3/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Dark-faerie | 1.20 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Revelation |
talent | Atrophy |
talent | Kinetic Shield |
talent | Charged Shield |
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Reality Smearing |
talent | Power Overwhelming |
talent | Void Stars |
talent | Frostdusk |
talent | Grand Oration |
talent | Blurred Mortality |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +173% Combat Speed: +87% All Damage: +299% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Mayobreba the lesser vampire. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 0% of the way to your next Rank. You have killed: 47 Uniques 22 Bosses 6 Elite Bosses 11 Veterans 4 Heroics 5 Legends 6 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you find the lost staff of the Sher'Tul mage Caldizar, along with at least 250 energy, to re-enable the Yiilkgur's flight systems. The fortress's current energy level is: 578. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 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 | Ce'Nama the pair of dwarven-steel boots (0 def, 12 armour) Ce'Nama the pair of dwarven-steel boots (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Armour: +12 Fatigue: -5% Changes stats: +2 Dex / +4 Mag / +9 Wil / +8 Con Changes resistances: +11% acid / +22% temporal / +22% darkness / +10% fire / +9% lightning / +11% cold Changes resistances penetration: +14% temporal / +16% darkness / +8% physical Changes damage: +12% physical Maximum encumbrance: +38 Physical save: +22 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +22 (+2 eff.) Silence immunity: +73% Confusion immunity: +75% Stun/Freeze immunity: +76% Mindpower: +7 (+1 eff.) Light radius: +3 Infravision radius: +2 Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 20 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Gimas the Ashwilter Gimas the AshwilterPowered by arcane forces Infused by psionic forces -4.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight / 65 fire Changes stats: +30 Mag Changes resistances: +32% blight / +45% fire / +21% darkness / +6% arcane Changes damage: +11% light / +15% fire Damage affinity(heal): +5% light Mental save: +10 (+1 eff.) Spellpower: +64 (+11 eff.) Spell crit. chance: +5% Light radius: +16 Infravision radius: +5 See stealth: +17 See invisible: +25 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 204 blight damage or heals 75 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Woeviper (3 def, 0 armour) Woeviper (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +8 Mag / +7 Wil / +17 Cun / +10 Con Changes resistances: +24% acid / +20% physical / +9% darkness / +18% mind / +5% arcane Changes resistances penetration: +25% darkness Changes damage: +16% acid / +20% physical / +3% darkness / +20% mind / +41% arcane Physical save: +12 (+1 eff.) Mental save: +27 (+3 eff.) Psi each turn: +0.40 Maximum psi: +40.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +11% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | Voryrenn the Bloomstone (dig speed 11 turns) Voryrenn the Bloomstone (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +2 Wil / +2 Cun Changes resistances: +16% darkness Changes damage: +6% mind Damage affinity(heal): +30% darkness Hate when firing a critical mind attack: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Infravision radius: +13 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Barekhad the voratun ring Barekhad the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +45 (+7 eff.) Armour penetration: +16 Defense: +26 (+5 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +20 Dex / +16 Wil / +25 Cun / +12 Con Changes resistances: +27% blight / +36% fire / +28% nature / +30% acid Changes resistances penetration: +10% arcane Changes damage: +15% acid / +18% fire Spell save: +49 (+6 eff.) Mental save: +6 (+0 eff.) Blindness immunity: +10% Poison immunity: +60% Disease immunity: +48% Confusion immunity: +20% Teleport immunity: +10% Mana each turn: +0.08 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +80.00 Mindpower: +28 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Betudavea the Jetlore Betudavea the JetlorePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +30 (+7 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 12 arcane Changes stats: +8 Str / +8 Mag / +31 Wil / +22 Cun / +14 Con Changes resistances: +6% arcane / +12% temporal Changes resistances penetration: +10% darkness / +15% temporal Changes damage: +6% arcane / +9% temporal / +3% darkness / +8% all Spell save: +18 (+3 eff.) Mental save: +14 (+1 eff.) Silence immunity: +40% Stun/Freeze immunity: +44% Life regen: +4.00 Mana each turn: +0.34 Hate when firing a critical mind attack: +3.00 Maximum stamina: +34.00 Maximum hate: +13.00 Spellpower: +29 (+5 eff.) Mindpower: +43 (+7 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around waist | Lustrepain the hardened leather belt Lustrepain the hardened leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +13 (+3 eff.) Defense: +17 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +5 Dex / +15 Mag / +8 Wil / +5 Cun Changes resistances: +6% light Changes damage: +15% light Reduced damage from: +57% Summoned Critical mult.: +21.00% Stealth bonus: +11 Physical save: +11 (+1 eff.) Spell save: +23 (+3 eff.) Mental save: +10 (+1 eff.) Mana each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +98.00 Maximum mana: +168.00 Maximum stamina: +49.00 Maximum hate: +16.00 Maximum psi: +32.00 Maximum vim: +32.00 Maximum pos.energy: +32.00 Maximum neg.energy: +32.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +5% Mindpower: +7 (+1 eff.) Mental crit. chance: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In main hand | dragonbone magestaff 'Bokoregolen' (42-50.4 power, 6 apr, temporal element) dragonbone magestaff 'Bokoregolen' (42-50.4 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 16 mind Changes resistances: +13% temporal / +15% darkness / +6% mind Changes resistances penetration: +10% acid / +15% mind Changes damage: +18% acid / +42% temporal / +42% light / +42% physical / +42% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.36 Spellpower: +41 (+7 eff.) Spell crit. chance: +5% Defense after a teleport: +35 Resist all after a teleport: +20% New effects duration reduction after a teleport: +40% Reduces paradox anomalies(equivalent to willpower): +18 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 24 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Satyrobeisance (0 def, 2 armour) Satyrobeisance (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +38 (+6 eff.) Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Armour: +2 Damage (Melee): 13 arcane / 11 lightning Changes stats: +12 Str / +9 Dex / +8 Mag / +12 Wil / +8 Cun / +12 Con Changes resistances: +8% lightning / +15% fire / +8% arcane / +11% darkness Changes damage: +8% lightning / +15% nature / +30% arcane Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +62 (+8 eff.) Spell save: +14 (+2 eff.) Mental save: +22 (+2 eff.) Disarm immunity: +152% Spell crit. chance: +13% Mental crit. chance: +14% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Islagara (3 def, 0 armour) Islagara (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Cun / +4 Mag Changes resistances: +10% lightning / +32% darkness / +10% blight / +10% fire / +11% cold / +36% light Changes damage: +25% arcane / +29% darkness / +26% light Physical save: +16 (+2 eff.) Spell save: +51 (+7 eff.) Mental save: +18 (+2 eff.) Mana when firing critical spell: +3.00 Maximum mana: +78.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Adavea (13 def, 25 armour) Adavea (13 def, 25 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+5 eff.) Armour: +25 Defense: +13 (+2 eff.) Fatigue: -11% Changes stats: +12 Str / +11 Dex / +2 Mag / +8 Cun / +9 Con Changes resistances: +6% temporal / +50% darkness / +25% fire / +20% blight / +58% cold / +19% nature / +24% light Changes resistances penetration: +40% darkness Changes damage: +49% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 21.00% Stealth bonus: +65 Physical save: +29 (+4 eff.) Mental save: +12 (+1 eff.) Life regen: +2.70 Only die when reaching: -50.00 life Maximum life: +210.00 Maximum stamina: +40.00 See invisible: +3 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ce'Nyvea the Duskmalice Ce'Nyvea the DuskmaliceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+2 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 34% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes stats: +9 Wil / +11 Con / +17 Lck Changes resistances: +13% physical / +26% light / +30% darkness Changes resistances penetration: +10% mind Changes damage: +21% darkness Talent masteries: +0.34 Spell / Necrosis +0.34 Demented / Madness Physical save: +30 (+4 eff.) Blindness immunity: +43% Cut immunity: +80% Life regen: +4.80 Stamina each turn: +0.70 Maximum life: +127.00 Healing mod.: +21% Reduce all damage from unseen attackers: 18% It can be used to activate talent Heal, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 476 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Skybreaker the voratun amulet Skybreaker the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +20 Defense: +20 (+4 eff.) Fatigue: -20% Effects on melee hit: * 43% chance to corrode armour by 30% Damage (Melee): 30 light / 26 darkness Effects when hit in melee: * 30% chance to blind * 27% chance to inflict 15% damage reduction Damage when hit (Melee): 12 acid / 4 lightning Changes stats: +10 Dex / +6 Mag / +8 Wil / +10 Cun / +7 Con / +20 Lck Changes resistances: +6% lightning Changes resistances penetration: +10% acid Changes damage: +18% lightning / +7% temporal / +34% light / +34% darkness / +8% physical Talent masteries: +0.40 Demented / Chronophage +0.40 Technique / Reflexes Critical mult.: +17.00% Physical save: +22 (+3 eff.) Spell save: +21 (+3 eff.) Mental save: +40 (+5 eff.) Blindness immunity: +40% Confusion immunity: +25% Life regen: +5.90 Stamina each turn: +1.20 Hate when firing a critical mind attack: +4.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +15 (+2 eff.) Mental crit. chance: +1% Infravision radius: +9 Sight radius: +2 See invisible: +14 Movement speed: +10% Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
copper ring 'Lavabender' copper ring 'Lavabender'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +5 Con Changes resistances: +12% temporal / +3% fire Spellpower: +6 (+1 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
steel ring 'Flowervice' steel ring 'Flowervice'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +18 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +12 Dex / +4 Mag / +3 Wil / +18 Cun / +3 Con Changes resistances: +6% nature / +3% temporal Grants telepathy: Dragon Mental save: +8 (+1 eff.) Confusion immunity: +29% Stun/Freeze immunity: +58% Life regen: +3.90 Light radius: +2 Infravision radius: +2 Rings can have magical properties. |
rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings can have magical properties. |
Arodath ArodathInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Dex / +6 Cun / +1 Con Changes resistances: +28% lightning / +4% physical Changes damage: +14% lightning Life regen: +2.50 Stamina each turn: +0.40 Hate when firing a critical mind attack: +2.00 Maximum life: +178.00 Maximum hate: +7.00 Healing mod.: +36% It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Breniyon the Glinttrail Breniyon the GlinttrailPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +13 (+3 eff.) Fatigue: -2% Changes stats: +2 Str / +6 Dex Changes resistances: +34% acid / +15% light / +25% fire / +22% cold / +20% lightning Changes damage: +12% acid / +9% light / +7% all Spellpower: +9 (+1 eff.) Mindpower: +15 (+2 eff.) Infravision radius: +2 See invisible: +9 Rings can have magical properties. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
void walker's elm magestaff of fate (10-12 power, 2 apr, cold element) void walker's elm magestaff of fate (10-12 power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Cold Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness / +6% temporal Changes damage: +10% cold Talent granted: +1 Command Staff Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+0 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Defense after a teleport: +6 Resist all after a teleport: +5% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +10 Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff (15-18 power, 3 apr, darkness element) surging ash vilestaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Natureoath' (26-31.2 power, 4 apr, darkness element) yew starstaff 'Natureoath' (26-31.2 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 nature When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 15% Damage (Melee): 21 fire Changes stats: +3 Mag / +4 Wil Changes resistances: +18% nature Changes resistances penetration: +10% darkness / +5% nature Changes damage: +26% darkness Talent granted: +1 Command Staff Critical mult.: +31.00% Maximum mana: +23.00 Spellpower: +26 (+4 eff.) Spell crit. chance: +3% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
Plagueresolve the elven-wood starstaff (25-30 power, 5 apr, darkness element) Plagueresolve the elven-wood starstaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Darkness Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 nature When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Wil / +4 Con Changes resistances penetration: +5% nature Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +27 (+4 eff.) Spell crit. chance: +17% Light radius: +2 See invisible: +3 It can be used to conjure elemental energy in a radius 8 cone, dealing 404.81 to 485.77 darkness damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
voratun shield of resilience (12 def, 3 armour, 202 block) voratun shield of resilience (12 def, 3 armour, 202 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Talent granted: +5 Block Maximum life: +54.00 Handheld deflection devices. |
Rags of the Sanctuary (0 def, 0 armour) Rags of the Sanctuary (0 def, 0 armour)2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe (0 def, 0 armour) verdant linen robe (0 def, 0 armour)Requires: Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Con Changes damage: +6% nature Poison immunity: +21% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yaremahor the Sepsisviper (18 def, 10 armour) Yaremahor the Sepsisviper (18 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Armour: +10 Defense: +18 (+3 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Dex Changes resistances: +23% lightning / +23% fire / +2% physical Physical save: +9 (+1 eff.) Silence immunity: +25% Stamina each turn: +0.90 Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 28 cooldown : Effective talent level: 5.0 Power cost: 28 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 343 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Arthythad ArthythadCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +3 Str / +4 Dex / +4 Cun / +5 Lck Changes damage: +3% acid Critical mult.: +9.00% Trap disarming bonus: +7 Stealth bonus: +6 Physical save: +3 (+0 eff.) Maximum life: +20.00 Infravision radius: +4 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Brandglamour BrandglamourPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% fire / +7% light / +9% darkness Changes resistances penetration: +10% fire / +5% temporal Changes damage: +12% temporal Reduced damage from: +25% Summoned Life regen: +1.80 Maximum life: +98.00 Maximum mana: +42.00 Maximum stamina: +49.00 Maximum hate: +14.00 Maximum psi: +27.00 Maximum vim: +31.00 Maximum pos.energy: +32.00 Maximum neg.energy: +23.00 Healing mod.: +18% Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
Ivenn the Ashnoon Ivenn the AshnoonPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +21.0% Physical power: +28 (+7 eff.) Armour: +4 Changes stats: +10 Dex / +4 Mag / +10 Cun / +4 Con / +8 Lck Changes resistances: +8% acid / +19% fire / +8% lightning / +19% cold Changes damage: +6% blight / +6% fire / +3% physical Reduced damage from: +33% Summoned Critical mult.: +39.00% Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +6 (+1 eff.) Spell save: +22 (+3 eff.) Mental save: +11 (+1 eff.) Mana each turn: +0.40 Maximum life: +10.00 Maximum mana: +44.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +11% Infravision radius: +5 Size category: +2 A belt that goes around your waist. |
linen cloak 'Uratar' (1 def, 0 armour) linen cloak 'Uratar' (1 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% blight Critical mult.: +12.00% Stealth bonus: +6 Spell save: +9 (+1 eff.) Maximum life: +34.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour) regal linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Wil / +1 Con Mental save: +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cracklewild the elven-silk cloak (18 def, 9 armour) Cracklewild the elven-silk cloak (18 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +19 Armour: +9 Defense: +18 (+3 eff.) Effects on melee hit: * 23% chance to disease Damage when hit (Melee): 8 arcane / 8 lightning Changes stats: +4 Str / +9 Dex / +4 Wil / +11 Cun / +2 Con Changes resistances: +20% blight / +28% temporal / +18% nature / +55% darkness Changes resistances penetration: +19% darkness Changes damage: +25% darkness / +6% blight Stealth bonus: +25 Physical save: +20 (+2 eff.) Spell save: +37 (+5 eff.) Mental save: +40 (+5 eff.) Life regen: +2.30 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +58.00 Maximum vim: +10.00 Healing mod.: +30% Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 8 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Squalorfear the elven-silk cloak (28 def, 15 armour) Squalorfear the elven-silk cloak (28 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Armour: +15 Defense: +28 (+5 eff.) Fatigue: -8% Changes stats: +4 Cun / +4 Dex Changes resistances: +21% darkness / +9% nature Changes resistances penetration: +9% darkness Changes damage: +22% darkness / +9% nature Stealth bonus: +15 Physical save: +47 (+6 eff.) Spell save: +55 (+7 eff.) Mental save: +43 (+5 eff.) Mana each turn: +0.08 Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +154.00 Maximum stamina: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% fire / +6% cold A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Arylravea the Shimmerglean (0 def, 3 armour) Arylravea the Shimmerglean (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +2 Con Changes resistances: +3% lightning Changes resistances penetration: +10% lightning / +10% nature Changes damage: +18% light Maximum encumbrance: +24 Physical save: +18 (+2 eff.) Mental save: +13 (+1 eff.) Silence immunity: +48% Confusion immunity: +45% Stun/Freeze immunity: +48% Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Turugrim' (16 def, 14 armour) pair of dwarven-steel boots 'Turugrim' (16 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +14 Defense: +16 (+3 eff.) Fatigue: +3% Changes stats: +5 Str Changes resistances: +6% temporal Physical save: +11 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +8 (+1 eff.) Silence immunity: +35% Confusion immunity: +28% Stun/Freeze immunity: +32% Only die when reaching: -20.00 life Spellpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dayspire the hardened leather gloves (0 def, 4 armour) Dayspire the hardened leather gloves (0 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Changes stats: +9 Str / +4 Dex / +4 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +42 (+5 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +62% Life regen: +2.40 Stamina each turn: +0.70 Psi each turn: +0.27 Only die when reaching: -80.00 life Maximum stamina: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Daymire the iron gauntlets (0 def, 1 armour) Daymire the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Effects on melee hit: * 12% chance to cause random gloom * 30% chance to blind Damage (Melee): 7 light / 14 mind / 12 darkness Changes stats: +3 Str / +1 Mag / +3 Wil / +3 Con Changes resistances: +10% light Changes damage: +5% light Talent mastery: +0.20 Technique / Grappling Critical mult.: +7.00% Spell save: +6 (+1 eff.) Mental save: -14 (-2 eff.) Disarm immunity: +24% Mana each turn: +0.08 Vim when firing critical spell: +1.00 Spell crit. chance: +8% Mindpower: +4 (+1 eff.) Mental crit. chance: +8% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Emylaith the linen wizard hat (1 def, 2 armour) Emylaith the linen wizard hat (1 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +4.0% Armour: +2 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Wil / +4 Cun / +3 Con Changes resistances: +3% lightning / +4% temporal / +22% darkness / +4% fire / +4% nature / +4% acid / +3% blight / +4% cold / +4% light Changes damage: +12% darkness Only die when reaching: -40.00 life Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Goyarimina' (1 def, 0 armour) linen wizard hat 'Goyarimina' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Wil Changes resistances: +16% acid / +18% nature Changes damage: +11% acid / +12% nature Equilibrium when hit: +0.08 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 A pointy cloth hat, very wizardly... |
Lorydir (4 def, 4 armour) Lorydir (4 def, 4 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +4 Wil Changes resistances: +6% blight / +6% cold / +11% mind Changes damage: +11% mind Reduces incoming crit damage: 15.00% Physical save: +26 (+3 eff.) Poison immunity: +10% Silence immunity: +5% A pointy cloth hat, very wizardly... |
Offalkiller the voratun helm (0 def, 5 armour) Offalkiller the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 acid Changes stats: +9 Str / +4 Dex / +4 Cun / +8 Con Changes resistances: +32% acid / -33% light / +28% fire / +18% cold / +27% lightning Changes resistances penetration: +10% nature Changes damage: +15% nature / +15% acid Physical save: +38 (+5 eff.) Life regen: +4.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0 Dex / +0 Mag Changes resistances: +0% blight / +0% darkness Changes resistances cap: +0% blight / +0% darkness Spellpower: +0 (+0 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 60 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 2939.70 fire damage (based on Magic), costing 40 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 162 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. |
elven-wood totem of thorny skin 'Vorylaith' [power 50] (16 cooldown) elven-wood totem of thorny skin 'Vorylaith' [power 50] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +5 Dex / +2 Wil / +1 Cun Maximum wards: +4 acid / +9 nature / +8 light Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +2 Ward Equilibrium when hit: +0.16 Healing mod.: +10% It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 60%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By bryh the Dark Faerie Cultist of Entropy level 29
10th Dusk 122nd year of Ascendancy at 20:54 see stats
By bryh the Dark Faerie Cultist of Entropy level 98
28th Haze 122nd year of Ascendancy at 04:52 see stats
By bryh the Dark Faerie Cultist of Entropy level 57
34th Dusk 122nd year of Ascendancy at 12:59 see stats
By bryh the Dark Faerie Cultist of Entropy level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By bryh the Dark Faerie Cultist of Entropy level 20
8th Mirth 122nd year of Ascendancy at 16:56 see stats
By bryh the Dark Faerie Cultist of Entropy level 30
30th Dusk 122nd year of Ascendancy at 00:43 see stats
By bryh the Dark Faerie Cultist of Entropy level 40
30th Dusk 122nd year of Ascendancy at 12:38 see stats
By bryh the Dark Faerie Cultist of Entropy level 50
33rd Dusk 122nd year of Ascendancy at 15:08 see stats
By bryh the Dark Faerie Cultist of Entropy level 63
69th Dusk 122nd year of Ascendancy at 17:55 see stats
By bryh the Dark Faerie Cultist of Entropy level 79
24th Haze 122nd year of Ascendancy at 03:15 see stats
By bryh the Dark Faerie Cultist of Entropy level 29
2nd Summertide 122nd year of Ascendancy at 05:48 see stats
By bryh the Dark Faerie Cultist of Entropy level 14
2nd Mirth 122nd year of Ascendancy at 20:18 see stats
By bryh the Dark Faerie Cultist of Entropy level 99
28th Haze 122nd year of Ascendancy at 08:20 see stats
By bryh the Dark Faerie Cultist of Entropy level 29
1st Flare 122nd year of Ascendancy at 07:48 see stats
By bryh the Dark Faerie Cultist of Entropy level 98
27th Haze 122nd year of Ascendancy at 04:52 see stats
By bryh the Dark Faerie Cultist of Entropy level 29
7th Flare 122nd year of Ascendancy at 02:16 see stats
Log
You gain 6.41 gold from the transmogrification of plaguebringer's dwarven-steel battleaxe (33-49.5 power, 2 apr).
You gain 5.47 gold from the transmogrification of manaburning dwarven-steel battleaxe of dampening (32-48 power, 2 apr).
You gain 10.68 gold from the transmogrification of greater dragonbone starstaff of fate (30-36 power, 6 apr, darkness element).
You gain 25.00 gold from the transmogrification of dragonbone starstaff 'Sparkusher' (41-49.2 power, 6 apr, light element).
You gain 25.00 gold from the transmogrification of Sparkknave the dragonbone starstaff (30-36 power, 6 apr, light element).
You gain 2.70 gold from the transmogrification of potent yew vilestaff (28-33.6 power, 4 apr, acid element).
You gain 12.13 gold from the transmogrification of magewarrior's short yew starstaff of greater warding (20-24 power, 4 apr, physical element).
You gain 17.14 gold from the transmogrification of bloodlich's yew magestaff of channeling (20-24 power, 4 apr, lightning element).
You gain 6.25 gold from the transmogrification of blighted ash vilestaff of warding (15-18 power, 3 apr, fire element).
You gain 4.38 gold from the transmogrification of ash magestaff of illumination (15-18 power, 3 apr, arcane element).
You gain 25.00 gold from the transmogrification of Toreleyon (15-18 power, 3 apr, arcane element).
You gain 25.00 gold from the transmogrification of Duathelspiker (14-16.8 power, 2 apr, arcane element).
You gain 25.00 gold from the transmogrification of Naturestar.
You gain 0.67 gold from the transmogrification of sun infusion (rad 9; power 22; turns 5; dispels darkness).
You gain 0.75 gold from the transmogrification of healing infusion (heal 86).
There is a previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Bryh deactivates Power Overwhelming.
Bryh deactivates Jinxed Touch.
Bryh deactivates Kinetic Shield.
Bryh deactivates Frostdusk.
Bryh deactivates Atrophy.
Bryh deactivates Charged Shield.
Bryh deactivates Grand Oration.
Bryh deactivates Chaos Orbs.
Bryh deactivates Revelation.
Bryh deactivates Void Stars.
Bryh deactivates Reality Smearing.
Bryh deactivates Through The Crowd.
Bryh deactivates Blurred Mortality.