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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Hulk! 1.4.8 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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.
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). 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. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Better Item Description 1.7.2This 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 No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.6.7Official 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 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 1.7.2This 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 | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Berserker |
Level / Exp | 12 / 86% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1041 (base 34) |
Dexterity | 1029 (base 20) |
Constitution | 1021 (base 13) |
Magic | 1013 (base 10) |
Willpower | 1022 (base 10) |
Cunning | 1019 (base 10) |
Resources
Life | 144542/144542 |
Mana | 5171/5186 |
Stamina | 2593/2593 |
Equilibrium | 20 |
Healing Factor | 2.5 |
Regeneration | 25039.454253521 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 9 |
See Stealth | 219.92144030687 |
See Invisible | 292.05396765885 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 637 |
Accuracy | 243 |
Crit Chance | 799% |
APR | 12 |
Speed | 1.11 |
Offense: Spell
Spellpower | 191 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 202 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Light | +20% |
Temporal | +12% |
Physical | +8% |
All | 0% |
Nature | +8% |
Offense: Damage Penetration
Acid | +25% |
Light | +5% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 43.063402816797 (92.11456541679%) |
Defense | 207 |
Ranged Defense | 207 |
Fatigue | 0 |
Physical Save | 182 |
Spell Save | 183 |
Mental Save | 183 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 45%( 70%) |
All | + 15%( 70%) |
Darkness | + 24%( 70%) |
Light | + 40%( 70%) |
Temporal | + 26%( 70%) |
Physical | + 16%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 35%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Teleport Resistance | 20% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 20% |
Blind Resistance | 50% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Technique / Superiority | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Warcries | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Keen Senses |
beneficial effect | Countering melee attacks: Has a 98% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
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 gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 190. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed snow giant kidney. * You've found the needed warg claw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -5% Resists +9% cold Phys.save +23 (+3 eff.) Mind.save +18 (+2 eff.) Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +38 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Light source | ![]() 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.(471 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +5% light Apr +3 ----- def ----- Defense +8 (+1 eff.) Resists +1% physical +6% fire Die.at -20.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 70% ----- def ----- Resists +14% lightning +10% temporal Crit.dmg- 10.00% Mind.save +3 (+0 eff.) Poison- +20% Stun/Frz- +20% ---------- misc Infravis +3 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% ----- def ----- Defense +25 (+2 eff.) Resists +5% arcane +20% blight HP.reg +4.00 Teleport- +20% Massive two-handed battleaxes. |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +3 Cun +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 77 ----- def ----- Armour +2 Resists +3% blight +3% temporal Disarm- +23% ---------- misc See.Invis +3 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +3 Cun +3 Con dps ---------- Melee+ 14 acid 17 fire Dmg.mod +12% temporal Res.pen +10% physical Melee Ret 12 acid 13 fire ----- def ----- Armour +16 Defense +15 (+1 eff.) Fatigue +12% Resists +20% acid +18% fire +26% cold Mind.save +20 (+2 eff.) A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +15% physical On Hit (Melee): * 10% chance to reduce armor by 70% ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+1 eff.) ---------- misc Light +1 See.Invis +6 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 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+1 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 cold, 5 mind, 3 fire 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: Stats +4 Cun +2 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% acid ----- def ----- Resists +12% light +11% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+0 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +6 (+0 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Rare] Nature Power 106% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +12 lightning +9 nature On Crit.r2 +8 lightning On Hit: * 10% chance to reduce damage dealt by 60% * 20% chance to reduce armor by 70% While equipped: dps ---------- Melee Ret 8 lightning Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 115% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 233 damage Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Disrupt Power 121% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: ----- def ----- Resists +12% acid +13% cold +12% lightning +12% fire +3% mind +5% all Spell.save +16 (+1 eff.) Heal.mod +15% Blind- +20% Silence- +20% Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 117% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+1 eff.) Rush: Level 4.5 Pwr.cost 9 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 836.24 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T1 mindstar 1H weapon [Ego++] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 4 physical Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +10% blight +5% physical +6% mind Mind.save +3 (+0 eff.) ---------- misc Psi/turn +0.40 Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. It was hardened by the digestive sack. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+1 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 whip 1H weapon [Unique] Nature Power 134% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+1 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 70% ----- def ----- Armour +6 Defense +16 (+2 eff.) Phys.save +20 (+2 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 14 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+0 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+1 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+1 eff.) Send out a range 5 beam of kinetic energy, dealing 600.77 to 750.96 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Acc +25 (+2 eff.) ----- def ----- Armour +1 Resists +6% lightning +5% temporal A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Spell.pwr +5 (+0 eff.) Melee+ 5 light 7 mind Dmg.mod +5% light +5% mind ----- def ----- Armour +2 Resists +6% light +6% mind Phys.save +5 (+1 eff.) ---------- misc Equi/ret +0.08 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 229.28 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Melee Ret 6 darkness On Hit (Melee): * 10% chance to slow global speed by 110% On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +3% nature +9% temporal Spell.save +10 (+1 eff.) ---------- misc Equi/ret +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex dps ---------- Acc +5 (+1 eff.) Melee Ret 4 physical ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +11 (+1 eff.) A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+1 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+2 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 15 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 184.20 to 552.60 lightning damage (368.40 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+1 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 12 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 232.29 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +10% nature +11% blight A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+1 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 3.0 T1 arrow ammo [Rare] Psionic Power 107% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Ranged+ +8 acid +12 physical +12 mind On Hit.r1 +16 cold On Hit: * 20% chance to reduce all saves and defense by 77 * 20% chance to reduce armor by 70% * 20% chance to knock the target back 3 spaces and deal 565 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% 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 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +6% acid ----- def ----- Resists +10% nature +5% arcane Phys.save +12 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 1063% of the healing done. This effect scales with your Magic stat.. Uses 43 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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 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. |
![]() 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold 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 When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Take 3 the Hulk Berserker level 10
54th Dusk 122nd year of Ascendancy at 21:17 see stats
By Take 3 the Hulk Berserker level 8
53rd Dusk 122nd year of Ascendancy at 16:58 see stats
By Take 3 the Hulk Berserker level 5
10th Mirth 122nd year of Ascendancy at 15:13 see stats
By Take 3 the Hulk Berserker level 10
54th Dusk 122nd year of Ascendancy at 20:56 see stats
By Take 3 the Hulk Berserker level 10
54th Dusk 122nd year of Ascendancy at 15:39 see stats
By Take 3 the Hulk Berserker level 1
74th Pyre 122nd year of Ascendancy at 12:34 see stats
By Take 3 the Hulk Berserker level 1
74th Pyre 122nd year of Ascendancy at 11:06 see stats
By Take 3 the Hulk Berserker level 10
54th Dusk 122nd year of Ascendancy at 21:17 see stats
By Take 3 the Hulk Berserker level 10
72nd Dusk 122nd year of Ascendancy at 17:58 see stats
By Take 3 the Hulk Berserker level 11
18th Haze 122nd year of Ascendancy at 01:37 see stats
By Take 3 the Hulk Berserker level 10
7th Haze 122nd year of Ascendancy at 00:05 see stats
By Take 3 the Hulk Berserker level 10
72nd Dusk 122nd year of Ascendancy at 12:51 see stats
By Take 3 the Hulk Berserker level 12
29th Haze 122nd year of Ascendancy at 04:43 see stats
By Take 3 the Hulk Berserker level 8
53rd Dusk 122nd year of Ascendancy at 07:06 see stats
Log
You gain 20.90 gold from the transmogrification of Erirekath the Flashrend (111% power, 3 apr, acid element).
You gain 4.06 gold from the transmogrification of mighty hardened leather sling of fire.
You gain 2.76 gold from the transmogrification of protector's thorny mindstar (91% power, 24 apr, mind damage).
You gain 2.97 gold from the transmogrification of horrifying thorny mindstar of life (97% power, 24 apr, nature damage).
You gain 3.38 gold from the transmogrification of creative thorny mindstar of life (96% power, 24 apr, mind damage).
You gain 7.14 gold from the transmogrification of truestriking dwarven-steel mace of evisceration (132% power, 4 apr).
You gain 18.40 gold from the transmogrification of dwarven-steel longsword 'Nimbuspower' (129% power, 4 apr).
You gain 22.96 gold from the transmogrification of Serpentnaught (126% power, 4 apr).
You gain 0.50 gold from the transmogrification of ash longbow.
You gain 5.50 gold from the transmogrification of truestriking dwarven-steel greatsword of phasing (150% power, 16 apr).
You gain 4.10 gold from the transmogrification of truestriking dwarven-steel greatsword (145% power, 2 apr).
You gain 4.81 gold from the transmogrification of flaming steel greatsword of shearing (127% power, 2 apr).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel greatsword of massacre (164% power, 2 apr).
You gain 20.96 gold from the transmogrification of Xeruwyn the Carrionraptor (143% power, 2 apr).
You gain 5.35 gold from the transmogrification of plaguebringer's dwarven-steel greatmaul (151% power, 2 apr).
You gain 1.49 gold from the transmogrification of chilling dwarven-steel greatmaul (148% power, 2 apr).
You gain 5.39 gold from the transmogrification of dwarven-steel dagger of enduring (118% power, 7 apr).
You gain 3.25 gold from the transmogrification of acidic dwarven-steel dagger of corruption (117% power, 7 apr).
You gain 2.15 gold from the transmogrification of chilling dwarven-steel battleaxe of massacre (153% power, 2 apr).
You gain 4.17 gold from the transmogrification of treant's gold ring of blight (+5%).
You gain 17.99 gold from the transmogrification of gold ring 'Belada'.
You gain 17.86 gold from the transmogrification of Arthundur.
You gain 2.15 gold from the transmogrification of ethereal rune of the warrior (power 180; resist 187%; move 123%; dur 5; cd 18).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 222%; magical, physical; dur 3; cd 12).
You gain 0.76 gold from the transmogrification of healing infusion (heal 88; cd 13).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.