












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 21 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by gigantic corrosive tunneler at level 20 on the 63rd Dusk 122nd year of Ascendancy at 16:18 4 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 18 (base 11) |
| Constitution | 17 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 74 (base 50) |
| Cunning | 78 (base 44) |
Resources
| Life | 468/468 |
| Equilibrium | 20 |
| Psi | 164/164 |
| Healing Factor | 1.162941519274 |
| Regeneration | 5.6402663684788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 40.606190251377 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 45 |
| Crit Chance | 25% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 45 |
| Crit Chance | 26% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Lightning | +18% |
| Light | +10% |
| Nature | +5% |
| Blight | +18% |
| Physical | +30% |
| Cold | +14% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
| Nature | +25% |
| Cold | +5% |
| Blight | +10% |
| Physical | +15% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 28 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 35%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 34%( 70%) |
| Mind | + 35%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 61% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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 428 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 477% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 |
Equipment
| On feet | pair of hardened leather boots 'Charstone' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +15.00% Mind.pwr +25 (+6 eff.) Res.pen +15% fire ----- def ----- Armour +3 Resists +8% fire +3% mind +8% cold A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Airmire' (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +3 Fatigue +3% Resists +16% mind +5% arcane Mind.save +10 (+3 eff.) Die.at -20.00 life Max.HP +60.00 Cut- +20% Confus- +32% Pinning- +20% A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | elm totem of summon tentacle 'Areba' [power 100] (22 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +15 (+3 eff.) ---------- misc Equi/ret +0.08 Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 103 Armor: 3 All Resist: 1 Puts all charms on 22 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper agate ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +3 Cun +1 Con dps ---------- Melee+ 7 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 37 On Hit (Ranged): * 11% chance to reduce all saves and defense by 37 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | Rimepeal0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +9% acid +12% blight Res.pen +5% cold ----- def ----- Resists +6% blight +3% acid Rings make your fingers look great! |
| Around neck | steel amulet 'Galetir'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +1 Mag +2 Wil +3 Cun +3 Con +7 Lck dps ---------- Crit.mult +5.00% Mov.spd +10% Res.pen +10% blight Acc +7 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Fatigue -4% Resists +10% mind Spell.save +6 (+3 eff.) Unseen.red 12% HP.reg +2.00 Confus- +29% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Samavor (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) Dmg.mod +6% blight +3% physical Res.pen +15% physical ----- def ----- Die.at -40.00 life Max.HP +13.00 HP.reg +0.60 ---------- misc Stam/turn +2.00 Talents +1 Attune Mindstar 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 | Betuvea1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +5% mind Against +18% Summoned ----- def ----- Resists +9% blight +1% physical D.Red.from +16% Summoned Mind.save +12 (+4 eff.) HP.reg +2.00 A belt that goes around your waist. |
| In off hand | Heatvile the thorny mindstar (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +6 Cun +2 Dex dps ---------- Mind.crit +3% Crit.mult +11.00% Mind.pwr +6 (+1 eff.) Res.pen +25% nature ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +2 Talents +1 Attune Mindstar 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 | cashmere cloak 'Sparkrain' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Wil +3 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning Crit.chn- 15.00% Phys.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tularion (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +14% cold +27% physical ----- def ----- Resists +27% physical +6% light +3% blight +21% cold +3% temporal +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 198; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the titan (heal 103; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 103 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -259; dur 6; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -259 life. The duration and life will increase by 1% for every 1% life you have lost (currently 259 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 461%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 461% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 662%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 887%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 887% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 377; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 377 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 113; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 113 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 31%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 18%; mental, physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Festerreign0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +5% physical Melee Ret 2 acid ----- def ----- Fatigue -5% Resists +6% nature +1% physical HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +20.00 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +4 Cun +5 Con dps ---------- S.pwr/crit +4 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +4.00 ---------- misc Stam/turn +0.50 Mana/turn +0.24 Max.mana +24.00 Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Breginarithad the Duskraven0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% darkness Res.pen +20% mind Acc +8 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 66% * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +3% light +3% blight Rings make your fingers look great! |
Frigidschism the mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Dex +3 Con dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +2 (+0 eff.) Dmg.mod +6% cold +9% physical ----- def ----- Defense +5 (+3 eff.) Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar 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. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
creative thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +6.00% Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +2 (+0 eff.) ---------- misc Max.psi +16.00 Talents +1 Attune Mindstar 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. |
Aramira (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +20 (+10 eff.) Dmg.mod +9% acid Acc +10 (+5 eff.) Apr +2 ----- def ----- Resists +9% blight +9% all Max.HP +53.00 HP.reg +2.30 Heal.mod +14% ---------- misc Stam/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ereluthad (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Spell.crit +1% Crit.mult +10.00% Dmg.mod +3% blight ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Rhivon' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Mind.pwr +15 (+3 eff.) Apr +2 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +2% physical +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Airrot' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Dex +5 Mag +2 Cun +4 Con dps ---------- Res.pen +10% lightning ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Abyssquencher the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +1 Resists +6% lightning +6% fire +3% blight Stealth +5 Max.HP +60.00 Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Xerowen the Burnlord (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +4 Dex dps ---------- Phys.crit +2.0% Phys.pwr +5 (+3 eff.) ----- def ----- Armour +3 Resists +5% lightning +6% temporal +3% fire A pair of boots made of leather. |
pair of rough leather boots 'Yvibeth' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +6% nature +3% lightning Spell.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
pair of iron boots 'Cyridhevea' (15 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +3 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +2% Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 6 light Dmg.mod +3% light ----- def ----- Armour +1 Resists +6% light Unarmed combat: Power 10.0 - 11.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Isuyarin' (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +3 Dex dps ---------- Crit.mult +5.00% Phys.pwr +10 (+5 eff.) Dmg.mod +11% fire ----- def ----- Defense +6 (+3 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
Glowglory (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% arcane Mind.save +3 (+1 eff.) Die.at -40.00 life Max.HP +60.00 ---------- misc Stam/ret +0.90 Equi/ret +0.90 A cap made of leather. |
stabilizing rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Phys.save +11 (+6 eff.) ---------- misc Breathe water A cap made of leather. |
Ulfudor (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Acc +15 (+7 eff.) Melee Ret 8 acid ----- def ----- Defense +2 (+1 eff.) Resists +1% physical +8% fire +6% mind +8% cold ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
hardened leather cap 'Nimbusraider' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +10% lightning +10% acid ----- def ----- Armour +3 Fatigue +3% Resists +21% acid +6% mind +12% lightning Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.4 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Emiwen the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Wil +3 Con dps ---------- Phys.crit +1.0% Res.pen +15% physical Apr +1 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Galesin (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Resists +6% light +9% blight +9% nature +5% arcane +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.4 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
47 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Chargeclash the brass lantern2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Resists +3% light +3% all Spell.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Max.HP +60.00 Cut- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Islyba2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Phys.crit +1.0% Dmg.mod +9% physical ----- def ----- Defense +5 (+3 eff.) Resists +1% physical Mind.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
brass lantern 'Amydragorn'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Defense +20 (+10 eff.) Resists +6% nature +6% fire HP.reg +4.00 ---------- misc Max.psi +20.00 Light +5 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Voravena' (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Fatigue -5% Resists +6% nature Max.HP +40.00 Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 271/400 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Nimui the Cornac Summoner level 10
2nd Mirth 122nd year of Ascendancy at 12:41 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Nimui the Cornac Summoner level 20
63rd Dusk 122nd year of Ascendancy at 14:59 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Nimui the Cornac Summoner level 17
52nd Dusk 122nd year of Ascendancy at 02:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Nimui the Cornac Summoner level 11
3rd Mirth 122nd year of Ascendancy at 18:36 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Nimui the Cornac Summoner level 11
5th Mirth 122nd year of Ascendancy at 13:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Nimui the Cornac Summoner level 16
50th Dusk 122nd year of Ascendancy at 09:43 see stats
Log
You gain 5.63 gold from the transmogrification of dwarven-steel mail armour of Eyal (3 def, 8 armour).
You gain 10.40 gold from the transmogrification of rejuvenating steel mail armour of command (9 def, 11 armour).
You gain 6.54 gold from the transmogrification of enlightening steel mail armour of the deep (2 def, 8 armour).
You gain 4.37 gold from the transmogrification of volcanic hardened leather armour of stability (9 def, 14 armour).
You gain 5.19 gold from the transmogrification of verdant silk robe (0 def, 0 armour).
You gain 1.61 gold from the transmogrification of flaming dwarven-steel shield of arcane resistance (+16%) (0 def, 6 armour, 34-40 power, 83 block).
You gain 0.98 gold from the transmogrification of dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 28-34 power, 86.5 block).
You gain 2.30 gold from the transmogrification of acidic quiver of yew arrows of annihilation (22/22, 33-46 power, 15 apr).
You gain 1.30 gold from the transmogrification of acidic quiver of yew arrows of accuracy (16/16, 28-39 power, 10 apr).
You gain 7.44 gold from the transmogrification of stormbringer's hardened leather sling of cunning (+4).
You gain 5.81 gold from the transmogrification of stormbringer's hardened leather sling.
You gain 5.15 gold from the transmogrification of mage-hunter's cured leather sling of piercing.
You gain 5.17 gold from the transmogrification of balanced dwarven-steel greatsword of erosion (38-61 power, 2 apr).
You gain 4.16 gold from the transmogrification of balanced dwarven-steel greatsword (35-56 power, 2 apr).
You gain 2.21 gold from the transmogrification of hateful steel greatsword (22-36 power, 2 apr).
You gain 2.23 gold from the transmogrification of flaming steel greatsword of projection (26-42 power, 2 apr).
You gain 2.73 gold from the transmogrification of steel greatmaul of vileness (28-42 power, 2 apr).
You gain 6.31 gold from the transmogrification of elemental steel battleaxe of shearing (19-28 power, 2 apr).
You gain 20.00 gold from the transmogrification of Drake's Bane (45-68 power, 21 apr).
You gain 6.90 gold from the transmogrification of shimmering yew magestaff of channeling (20-24 power, 4 apr, fire element).
You gain 13.96 gold from the transmogrification of Boltumbra (20-24 power, 4 apr, arcane element).
You gain 9.30 gold from the transmogrification of Stormbraze.
You gain 1.74 gold from the transmogrification of acid wave rune of the sneak (damage 239; dur 4; cd 15).
You gain 2.16 gold from the transmogrification of blink rune of the sneak (range 7; phase 22; cd 16).
You gain 3.77 gold from the transmogrification of heroism infusion (die at -177; dur 5; cd 30).
You gain 1.18 gold from the transmogrification of healing infusion of the sneak (heal 216; cd 15).
There is a A mysterious hole in the beach 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.
Saving game...
Saving done.




























































































