













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.5.5This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Rogue |
| Level / Exp | 31 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by bandit lord at level 14 on the 35th Haze 122nd year of Ascendancy at 08:35 3 / 3Killed by venom wyrm at level 24 on the 46th Pyre 123rd year of Ascendancy at 17:43 Killed by elven blood mage at level 25 on the 54th Pyre 123rd year of Ascendancy at 03:33 |
Primary Stats
| Strength | 30 (base 14) |
| Dexterity | 53 (base 35) |
| Constitution | 38 (base 29) |
| Magic | 21 (base 10) |
| Willpower | 26 (base 18) |
| Cunning | 81 (base 59) |
Resources
| Life | 917/917 |
| Mana | 360/360 |
| Stamina | 220/220 |
| Healing Factor | 1.4419230769231 |
| Regeneration | 7.7394232486705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -999 |
| Infravision | 9 |
| See Stealth | 75.550037627217 |
| See Invisible | 75.550037627217 |
| Stealth | 65.020501063903 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 59 |
| Crit Chance | 53% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 59 |
| Crit Chance | 50% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Acid | +12% |
| Lightning | +8% |
| Temporal | +20% |
| Darkness | +7% |
| Physical | +5% |
| Mind | +12% |
| All | +2% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 61 (87.811550151976%) |
| Defense | 42 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 23 |
| Mental Save | 40 |
Defense: Resistances
| Nature | + 38%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 19%( 70%) |
| Darkness | + 28%( 70%) |
| Blight | + 27%( 70%) |
| Cold | + 21%( 70%) |
| Fire | + 21%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 47% |
| Stun Resistance | 20% |
| Pinning Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
| talent | Stealth |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.1 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 65% chance to deflect up to 23 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Celes. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Aerathra the skeleton assassin. Escort: worried loremaster (level 5 of Dreadfell) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. | 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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 149. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+3 eff.) Max.HP +53.00 Heal.mod +14% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Korylathalen the hardened leather cap (0 def, 12 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% physical Acc +2 (+1 eff.) Apr +4 Melee Ret 12 physical ----- def ----- Armour +12 Fatigue +3% Heal.mod +10% ---------- misc Infravis +2 A cap made of leather. |
| On hands | sand hardened leather gloves of dexterity (+3) (0 def, 9 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 physical Dmg.mod +3% physical Acc +10 (+3 eff.) ----- def ----- Armour +9 Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +6 Apr +3 Crit +9.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cracklepower the ash wand of firewall [power 117] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +7 Str +4 Mag +3 Wil dps ---------- Dmg.mod +6% lightning ----- def ----- Fatigue -4% ---------- misc Talents +2 Strike Cooldown Strike -1 Creates a wall of flames lasting 4 turns (dealing 119 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +22.00 Disarm- +25% Pinning- +24% Knockbk- +27% Rings can have magical properties. |
| On fingers | Fuloleg the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +5 Cun +3 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Phys.save +15 (+5 eff.) Max.HP +20.00 Disarm- +22% Pinning- +22% Knockbk- +25% Rings can have magical properties. |
| Around neck | grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets can have magical properties. |
| In main hand | Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Around waist | Armyrach the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +7.0% Mind.crit +10% Dmg.mod +18% temporal Melee Ret 8 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +8% light +8% darkness ---------- misc Mana/turn +0.08 Create a temporary shield that absorbs 266 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 69.64 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the duelist (heal 156)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 156 and cleanse 1 wound and 1 poison effect. 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 ability. |
heroism infusion (+5 for 9 turns, die at -376)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -376 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 7 turns)0.1 T2 infusion scroll [Normal] 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 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (520% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the wizard (495% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 495% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 568 over 5 turns)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 568 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 ability. Press to compare to your current inscriptions |
wild infusion (resist 15%; cure magical, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 29%; cure mental)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 effect and reduce all damage taken by 29% for 7 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 13%; cure mental, physical)0.1 T1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of Reflection (absorb and reflect 205 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (254.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 304.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 118)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 118 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Unlightqueller0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +12% darkness Res.pen +15% mind Melee Ret 8 mind 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Fatigue -5% Resists +12% mind HP.reg +1.70 Amulets can have magical properties. |
Vorobremira0.1 T3 amulet jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -6% Resists +6% light Mind.save +9 (+3 eff.) HP.reg +2.30 Silence- +20% Confus- +10% Stun/Frz- +5% ---------- misc Masteries +0.19 Cunning/Survival Amulets can have magical properties. |
insulating gold amulet of mastery (0.17 Technique / Combat training)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% fire +13% cold ---------- misc Masteries +0.17 Technique/Combat training Amulets can have magical properties. |
insulating gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +15% fire +15% cold Amulets can have magical properties. |
insulating stralite amulet of cunning (+3)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +14% fire +15% cold Amulets can have magical properties. |
savior's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +11.00% Acc +7 (+2 eff.) Apr +11 ----- def ----- Phys.save +13 (+5 eff.) Spell.save +13 (+6 eff.) Mind.save +12 (+4 eff.) Amulets can have magical properties. |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +25% Knockbk- +20% Amulets can have magical properties. |
starlit stralite amulet of healing0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% light +10% darkness Heal.mod +14% Blind- +26% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Betevea the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% blight ----- def ----- Fatigue -6% Phys.save +18 (+6 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.enc +23 Max.mana +60.00 Max.vim +30.00 Rings can have magical properties. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% fire Acc +8 (+2 eff.) ----- def ----- Resists +24% fire Rings can have magical properties. |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+3 eff.) Confus- +22% Rings can have magical properties. |
rogue's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +8 (+3 eff.) Resists +24% darkness Rings can have magical properties. |
titan's gold ring of fire (+22%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +8 (+3 eff.) Rings can have magical properties. |
wizard's gold ring of speed0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Mov.spd +14% Acc +8 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Spell.save +8 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 28% for 5 turns. Rings can have magical properties. |
insidious dwarven-steel dagger of purging (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Disrupt Power 20.5 - 26.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature +20 insidious poison On Hit: * 25% chance to remove a magical effect Sharp, short and deadly. |
warbringer's dwarven-steel dagger of purging (19.5-25.35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Disrupt/Master Power 19.5 - 25.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +1 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +8% Sharp, short and deadly. |
Pusglean the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% nature Melee Ret 16 nature On Hit (Melee): * Slows global speed by 30% * 15% chance to corrode armour by 30% ----- def ----- Resists +9% acid +7% cold +6% fire +3% nature +7% lightning A belt that goes around your waist. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
restful hardened leather gloves of dispersion (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil dps ---------- Melee+ 4 arcane ----- def ----- Armour +2 Resists +5% arcane HP.reg +1.10 ---------- misc Stam/turn +0.90 Max.stam +18.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Hit: 10% Slumber 3 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
48 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
piercing alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +7% all Apr +7 ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
dwarven-steel torque of clear mind [power 2] (10 cooldown)2.0 T3 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
hateful steel torque of psychoportation [power 27] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 27) Puts all charms on 30 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
psionic stralite torque of thermal psionic shield [power 101] (20 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 101 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
Toxinstoker [power 43] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +7 Mag dps ---------- Crit.mult +10.00% Res.pen +15% blight +15% arcane Melee Ret 20 nature ---------- misc Vim/s.crit +1.00 Wards +3 acid +3 nature +3 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Celes the Thalore Rogue level 31
60th Dusk 123rd year of Ascendancy at 04:44 see stats
Against all odds
Killed Ukruk in the ambush.By Celes the Thalore Rogue level 30
57th Dusk 123rd year of Ascendancy at 02:09 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Celes the Thalore Rogue level 11
39th Dusk 122nd year of Ascendancy at 21:20 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Celes the Thalore Rogue level 17
4th Allure 123rd year of Ascendancy at 18:16 see stats
Exterminator
Killed 1000 creatures.By Celes the Thalore Rogue level 15
68th Haze 122nd year of Ascendancy at 23:39 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Celes the Thalore Rogue level 27
3rd Dusk 123rd year of Ascendancy at 14:49 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Celes the Thalore Rogue level 23
17th Pyre 123rd year of Ascendancy at 08:09 see stats
Level 10
Got a character to level 10.By Celes the Thalore Rogue level 10
6th Dusk 122nd year of Ascendancy at 01:02 see stats
Level 20
Got a character to level 20.By Celes the Thalore Rogue level 20
46th Regrowth 123rd year of Ascendancy at 18:20 see stats
Level 30
Got a character to level 30.By Celes the Thalore Rogue level 30
54th Dusk 123rd year of Ascendancy at 11:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Celes the Thalore Rogue level 12
61st Dusk 122nd year of Ascendancy at 02:35 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Celes the Thalore Rogue level 25
54th Pyre 123rd year of Ascendancy at 05:22 see stats
The Arena
Unlocked Arena mode.By Celes the Thalore Rogue level 7
6th Mirth 122nd year of Ascendancy at 00:35 see stats
The secret city
Discovered the truth about mages.By Celes the Thalore Rogue level 8
3rd Summertide 122nd year of Ascendancy at 11:02 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Celes the Thalore Rogue level 20
47th Regrowth 123rd year of Ascendancy at 03:56 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Celes the Thalore Rogue level 14
49th Haze 122nd year of Ascendancy at 10:27 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Celes the Thalore Rogue level 25
54th Pyre 123rd year of Ascendancy at 00:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Celes the Thalore Rogue level 17
4th Allure 123rd year of Ascendancy at 23:29 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Celes the Thalore Rogue level 29
54th Dusk 123rd year of Ascendancy at 11:50 see stats
Log
You gain 0.75 gold from the transmogrification of hardened leather armour (3 def, 6 armour).
You gain 25.00 gold from the transmogrification of Cuthekhad (3 def, 10 armour).
You gain 24.50 gold from the transmogrification of Duatheljustice the dwarven-steel mail armour (3 def, 8 armour).
You gain 4.89 gold from the transmogrification of starseer's cashmere wizard hat of the mind (+13%) (2 def, 0 armour).
You gain 3.70 gold from the transmogrification of dragonslayer's dwarven-steel helm of dexterity (+3) (0 def, 4 armour).
You gain 1.72 gold from the transmogrification of cleansing hardened leather cap of constitution (+5) (0 def, 3 armour).
You gain 4.58 gold from the transmogrification of clarifying cashmere wizard hat of madness (2 def, 0 armour).
You gain 2.95 gold from the transmogrification of pair of hardened leather boots of phasing (0 def, 3 armour).
You gain 3.88 gold from the transmogrification of grounding pair of dwarven-steel boots of invasion (0 def, 4 armour).
You gain 1.54 gold from the transmogrification of shimmering cashmere robe (2 def, 0 armour).
You gain 4.61 gold from the transmogrification of murderer's cashmere cloak of the Shaloren (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Glorariatira the Sunimmortal (2 def, 0 armour).
You gain 0.90 gold from the transmogrification of nightruned hardened leather belt of resilience.
You gain 5.35 gold from the transmogrification of warbringer's dwarven-steel waraxe (22.5-31.5 power, 4 apr).
You gain 2.16 gold from the transmogrification of dwarven-steel waraxe of erosion (18-25.2 power, 4 apr).
You gain 4.66 gold from the transmogrification of blazebringer's dwarven-steel waraxe of erosion (19.5-27.3 power, 4 apr).
You gain 4.12 gold from the transmogrification of arcing dwarven-steel waraxe of crippling (21.5-30.1 power, 4 apr).
You gain 3.42 gold from the transmogrification of potent yew magestaff of fate (28-33.6 power, 4 apr, fire element).
You gain 25.00 gold from the transmogrification of Malukalthogar (20-24 power, 4 apr, cold element).
You gain 1.72 gold from the transmogrification of shielding rune (absorb 243 for 4 turns).
You gain 2.23 gold from the transmogrification of acid wave rune of the titan (191 acid damage; disarm 5 turns with power 42).
You gain 1.81 gold from the transmogrification of acid wave rune (157 acid damage; disarm 5 turns with power 21).
You gain 1.00 gold from the transmogrification of wild infusion (resist 20%; cure mental).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60 over 5 turns).
You gain 1.10 gold from the transmogrification of healing infusion of the psychic (heal 98).
You gain 0.64 gold from the transmogrification of healing infusion (heal 49).
There is a previous level here (press '' or right click to use).
Celes deactivates Trained Reactions.
Celes deactivates Chant of Fortitude.
Celes deactivates Stealth.

































































































