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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Better Item Description 1.7.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 35 / 52% |
Size | medium |
Lifes / Deaths | Killed by Lisagalaith the elven blood mage at level 29 on the 58th Haze 122nd year of Ascendancy at 08:35 5 / 3Killed by Lisagalaith the elven blood mage at level 29 on the 58th Haze 122nd year of Ascendancy at 09:49 Killed by Glerivena the umber hulk at level 34 on the 9th Decay 122nd year of Ascendancy at 19:30 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 63 (base 58) |
Magic | 118 (base 60) |
Willpower | 48 (base 13) |
Cunning | 76 (base 60) |
Resources
Life | 788/788 |
Mana | 570/570 |
Soul | 14/15 |
Healing Factor | 1.524619213451 |
Regeneration | 26.29968143203 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 3 |
Infravision | 8 |
See Stealth | 40.174866052011 |
See Invisible | 40.174866052011 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 51 |
Accuracy | 14 |
Crit Chance | 29% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Blight | +62% |
Arcane | +14% |
Mind | +21% |
All | +6% |
Lightning | +9% |
Darkness | +57% |
Cold | +18% |
Fire | +30% |
Nature | +36% |
Offense: Damage Penetration
Darkness | +90% |
Temporal | +10% |
Fire | +35% |
Cold | +50% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 81 |
Mental Save | 79 |
Defense: Resistances
Blight | + 48%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 66%( 70%) |
All | + 23%( 70%) |
Darkness | + 70%( 70%) |
Light | + 28%( 70%) |
Temporal | + 41%( 70%) |
Lightning | + 43%( 70%) |
Mind | + 28%( 70%) |
Fire | + 51%( 70%) |
Nature | + 62%( 70%) |
Defense: Immunities
Teleport Resistance | 53% |
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 53% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (966 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Death | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Lich | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Reaping |
talent | Eternal Night |
talent | Utterly Destroyed |
talent | Grim Shadow |
talent | Erupting Shadows |
talent | Chant of Fortitude |
talent | Golden Age of Necromancy |
talent | Spikes of Decrepitude |
talent | Hiemal Shield |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Glorelle the large white snake. Escort: repented thief (level 4 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 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 ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 391. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. * You've found the needed electric eel tail. 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 sandworm tooth. * You've found the needed vial of elder vampire blood. * You've found the needed green worm. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | active |
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 |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +3% darkness Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% * 20% chance to reduce all saves and defense by 30 ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +6% darkness Blink to a nearby random location (rad 8) Puts all charms on 15 cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% temporal ----- def ----- Defense +15 (+5 eff.) Resists +12% lightning +3% light Mind.save +6 (+2 eff.) Max.HP +44.00 HP.reg +4.00 Disease- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 1.0 T3 head armor [Unique] Arcane/Nature While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +3% Dmg.mod +7% blight +3% darkness +8% arcane +9% nature Res.pen +20% darkness Melee Ret 10 vim draining blight ----- def ----- Resists +8% lightning +11% temporal ---------- misc Max.vim +25.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Vimsense: Level 2.0 Pwr.cost 15 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 21% and all saves by 35, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +6% Dmg.mod +6% blight ----- def ----- Resists +5% arcane ---------- misc Max.mana +80.00 Blast the opponent's mind dealing 375 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to reduce fatigue by 47% for 2 turns. 100% to increase all damage by 14% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 26 physical Ranged+ 16 physical Dmg.mod +15% nature +9% fire Res.pen +5% temporal +5% fire On Hit (Melee): * 14% chance to reduce all saves and defense by 30 On Hit (Ranged): * 15% chance to reduce all saves and defense by 30 ----- def ----- Resists +30% nature +12% temporal Max.HP +69.00 HP.reg +13.00 Heal.mod +18% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 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 | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +6% all ----- def ----- Resists +9% blight +9% cold +13% nature +6% lightning Phys.save +10 (+3 eff.) Poison- +12% Disease- +12% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +15% mind +9% fire Res.pen +25% fire Melee Ret 10 fire ----- def ----- Resists +20% blight +12% fire +6% mind Phys.save +11 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +22 (+4 eff.) Dmg.mod +33% darkness +6% fire Res.pen +10% darkness +5% fire ----- def ----- Resists +15% darkness +3% fire ---------- misc Mana/turn +0.28 Max.mana +101.00 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee+ 9 nature Dmg.mod +6% nature ----- def ----- Armour +10 Resists +3% blight +6% cold +7% nature +3% light Max.HP +80.00 ---------- misc Psi/ret +0.04 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 9 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +7 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +10 (+5 eff.) Dmg.mod +3% lightning Acc +9 (+7 eff.) Apr +8 ----- def ----- Defense +17 (+6 eff.) Spell.save +8 (+2 eff.) Mind.save +10 (+2 eff.) Stealth +11 ---------- misc Max.mana +51.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +30 (+6 eff.) S.pwr/crit +6 Dmg.mod +21% blight On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +22% fire +21% cold ---------- misc Mana/s.crit +2.00 Amulets make your neck look great! |
Inventory
![]() 0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 170 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +12% temporal +12% mind +9% nature Pinning- +24% Knockbk- +24% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -4% Resists +22% acid ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Confus- +23% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.96 cold and 15.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% temporal ----- def ----- Armour +6 Resists +12% temporal Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +21.00% Spell.pwr +10 (+2 eff.) Melee+ 20 fire Dmg.mod +15% darkness +6% cold Res.pen +35% fire ----- def ----- Armour +6 Hardiness +4% Resists +6% fire Phys.save +5 (+2 eff.) ---------- misc See.Invis +8 Talents +1 Command Staff On Spell Hit: 10% Manathrust 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Acc +6 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +27% Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego+] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+22 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +2 Con dps ---------- Spell.crit +9% Spell.pwr +27 (+5 eff.) Dmg.mod +32% darkness Apr +4 ----- def ----- Armour +6 Resists +48% darkness +13% all Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Mana/turn +0.18 Max.mana +106.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +20% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +3 Resists +6% blight +9% nature +6% mind +9% light Phys.save +19 (+5 eff.) Mind.save +15 (+3 eff.) A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+2 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 6 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 356.57 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +14% acid Res.pen +5% darkness Melee Ret 4 darkness 6 cold ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +12% darkness Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+7 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 48 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 6 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 285.69 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +9 Mag +2 Con dps ---------- Res.pen +25% cold ----- def ----- Resists +6% lightning +9% cold Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Res.pen +25% physical ----- def ----- Mind.save +18 (+4 eff.) Die.at -40.00 life Max.HP +40.00 Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 12 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Dmg.mod +15% darkness +9% nature ----- def ----- Defense +25 (+9 eff.) Resists +15% darkness Phys.save +9 (+3 eff.) Fire a magical bolt dealing 270 acid damage Puts all charms on 9 cooldown 100% to increase all damage by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Victor the Higher Necromancer level 29
55th Haze 122nd year of Ascendancy at 22:01 see stats
By Victor the Higher Necromancer level 33
4th Decay 122nd year of Ascendancy at 21:10 see stats
By Victor the Higher Necromancer level 33
8th Decay 122nd year of Ascendancy at 03:32 see stats
By Victor the Higher Necromancer level 23
44th Haze 122nd year of Ascendancy at 05:53 see stats
By Victor the Lich Necromancer level 34
3rd Allure 123rd year of Ascendancy at 21:33 see stats
By Victor the Higher Necromancer level 29
55th Haze 122nd year of Ascendancy at 22:36 see stats
By Victor the Lich Necromancer level 35
6th Regrowth 123rd year of Ascendancy at 02:11 see stats
By Victor the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 11:22 see stats
By Victor the Higher Necromancer level 20
15th Haze 122nd year of Ascendancy at 03:51 see stats
By Victor the Higher Necromancer level 30
58th Haze 122nd year of Ascendancy at 11:00 see stats
By Victor the Lich Necromancer level 34
9th Decay 122nd year of Ascendancy at 19:30 see stats
By Victor the Higher Necromancer level 31
60th Haze 122nd year of Ascendancy at 18:34 see stats
By Victor the Higher Necromancer level 29
58th Haze 122nd year of Ascendancy at 08:34 see stats
By Victor the Higher Necromancer level 29
55th Haze 122nd year of Ascendancy at 22:01 see stats
By Victor the Higher Necromancer level 11
7th Flare 122nd year of Ascendancy at 05:19 see stats
By Victor the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 11:36 see stats
By Victor the Higher Necromancer level 29
55th Haze 122nd year of Ascendancy at 22:01 see stats
By Victor the Higher Necromancer level 15
68th Dusk 122nd year of Ascendancy at 06:16 see stats
By Victor the Higher Necromancer level 23
44th Haze 122nd year of Ascendancy at 17:00 see stats
By Victor the Higher Necromancer level 16
1st Time of Equilibrium 122nd year of Ascendancy at 07:25 see stats
Log
You gain 25.00 gold from the transmogrification of Blackrebel the voratun dagger (39-51 power, 9 apr).
You gain 11.85 gold from the transmogrification of enhanced voratun waraxe of torment (41-57 power, 6 apr).
You gain 1.95 gold from the transmogrification of arcing stralite waraxe of massacre (38-53 power, 5 apr).
You gain 25.00 gold from the transmogrification of voratun mace 'Arctreason' (60-84 power, 6 apr).
You gain 6.37 gold from the transmogrification of balanced voratun mace of daylight (44-62 power, 6 apr).
You gain 6.57 gold from the transmogrification of plaguebringer's voratun longsword of massacre (50-70 power, 6 apr).
You gain 7.17 gold from the transmogrification of manaburning voratun longsword of disruption (44-61 power, 6 apr).
You gain 3.75 gold from the transmogrification of acidic voratun longsword of torment (44-62 power, 6 apr).
You gain 11.25 gold from the transmogrification of warbringer's voratun greatsword of daylight (61-98 power, 4 apr).
You gain 11.67 gold from the transmogrification of elemental voratun greatsword of rage (64-102 power, 4 apr).
You gain 8.74 gold from the transmogrification of caustic voratun greatsword (62-98 power, 4 apr).
You gain 25.00 gold from the transmogrification of Airvengeance the voratun greatsword (60-97 power, 4 apr).
You gain 6.45 gold from the transmogrification of slime-covered voratun greatmaul of disruption (66-99 power, 4 apr).
You gain 6.85 gold from the transmogrification of inquisitor's voratun greatmaul of persecution (64-97 power, 4 apr).
You gain 25.00 gold from the transmogrification of stralite greatmaul 'Sunparry' (54-81 power, 6 apr).
You gain 1.75 gold from the transmogrification of dragonbone magestaff (30-36 power, 6 apr, fire element).
You gain 3.00 gold from the transmogrification of Eclipse (18-22 power, 4 apr, darkness element).
You gain 3.44 gold from the transmogrification of stralite ring of pilfering.
You gain 23.76 gold from the transmogrification of Salarin the Earthblight.
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 43; blocks 4; dur 4; cd 13).
You gain 1.32 gold from the transmogrification of regeneration infusion (heal 275; 16 cd).
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.
Saving game...
Saving done.
New Achievement: Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)!
Saving game...
Saving done.