Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Slow-Motion Running 1.7.0Adds an optional user-customizable delay between steps when the player is running, including auto-explore and movement by mouse, to make running less visually disorienting. Delay is specified in milliseconds by the game option "Gameplay | Slow-motion running", and can be set from 0 to 1000. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Yakri's Stat Changes-mod 1.6.7My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level after 50, so 10% should you reach level 100. Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.04 life regen/turn per point. Added 0.25% Heal Mod per point. Added 1 Stamina per point. Yakri: This is my take on TLR's (thelastraven) stat changes mod. Mainly I just wanted my own exact preferences registered on te4 to be honest. I liked the overall concept, but felt some of the changes were too powerful even for some nightmare runs on mid classes. This mod takes the basic shell of TLR's stat changes, then strips out some extra global bonuses to resists and nerfs some constition changes I felt went too far This mod goes over particularly well with other overpowered fun addons, like the multi-class challenge. There are also maybe some unlisted changes to what willpower does, looks like giving bonuses to mana/stamina/psi? I'm scared to touch that section so far. The game will be a complete cakewalk at lower difficulties, be aware. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Better Remaining Effect Turn Display 1.7.4display remaining time of all effects with graphical timer like 'wild speed'. |
Campaign | Demons |
Mode | Nightmare Adventure |
Sex | Female |
Race | Vampire |
Class | Temporal Warden |
Level / Exp | 53 / 39% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish, the Abomination at level 32 on the 162nd Vengeance 123rd year of Ascendancy at 21:24 6 / 1 |
Primary Stats
Strength | 51 (base 38) |
Dexterity | 76 (base 61) |
Constitution | 69 (base 50) |
Magic | 93 (base 60) |
Willpower | 60 (base 28) |
Cunning | 73 (base 34) |
Resources
Life | 1624/1624 |
Paradox | 400 |
Stamina | 420/420 |
Vim | 278/278 |
Healing Factor | 1.4175 |
Regeneration | 37.719675 |
Speed
Mental | -7.7715611723761E-14% |
Attack | -7.7715611723761E-14% |
Movement | +78.80425806594% |
Spell | -7.7715611723761E-14% |
Global | +115% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Stealth | 37.484519681259 |
See Invisible | 37.484519681259 |
Offense: Mainhand
Damage | 228 |
Accuracy | 72 |
Crit Chance | 101% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Blight | +22% |
Lightning | +6% |
Physical | +9% |
All | 0% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 7 |
Physical Save | 34 |
Spell Save | 40 |
Mental Save | 33 |
Defense: Resistances
Lightning | + 34%( 70%) |
Light | + 7%( 70%) |
Blight | + 35%( 70%) |
Nature | + 36%( 70%) |
All | + 29%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 342 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 80 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 312 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 114 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 Dexterity stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Chronomancy / Stasis | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Vampire | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Temporal Hounds |
talent | Elemental Discord |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! | active |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * Your Rhaloren allies have plunged Elvala into chaos. It will be easy to round up the survivors. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy'Kaish will help you. Probably. Seek out the ancient necromancer Walrog along the ocean shore. - Use Walrog's wand to drain the life from aquatic creatures (9 / 10) | active |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
On feet | Ivyranor the pair of dwarven-steel boots (0 def, 4 armour) Ivyranor the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Wil +2 Con dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Dmg.mod +9% physical Apr +10 ----- def ----- Armour +4 Fatigue +3% Phys.save +6 (+3 eff.) ---------- misc Max.stam +30.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of dragonbone arrows of crippling (20/20, 166% power, 18 apr) quiver of dragonbone arrows of crippling (20/20, 166% power, 18 apr)3.0 T5 arrow ammo [Ego+] Master Power 166% Range: 1.4x Uses 40% Wil, 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Light source | alchemist's lamp 'Torigund' alchemist's lamp 'Torigund'1.0 T3 lite [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +25.00% ----- def ----- Defense +10 (+3 eff.) Die.at -60.00 life ---------- misc Stam/turn +1.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | werebeast's voratun helm of strength (+10) (0 def, 5 armour) werebeast's voratun helm of strength (+10) (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +10 Str +6 Dex +9 Cun +4 Con ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | cleansing dragonbone wand of shielding [power 530] (20 cooldown) cleansing dragonbone wand of shielding [power 530] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 530 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | treant's stralite ring of life treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +10% nature +9% blight Max.HP +60.00 HP.reg +15.00 Heal.mod +13% Poison- +16% Disease- +24% Rings make your fingers look great! |
On fingers | solipsist's voratun ring of life solipsist's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Max.HP +54.00 HP.reg +6.00 Heal.mod +14% Rings make your fingers look great! |
Around waist | balancing hardened leather belt balancing hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +7% A belt that goes around your waist. |
In main hand | steady dragonbone longbow of true flight steady dragonbone longbow of true flight4.0 T5 longbow 2H weapon [Ego+] Master Power 66% Range: 1.1x Uses 50% Mag, 40% Wil Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +22.0% Acc +34 (+8 eff.) Longbows are used to shoot arrows at your foes. |
On hands | storm voratun gauntlets of war-making (0 def, 3 armour) storm voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +18.0% Spell.crit +14% Mind.crit +15% Crit.mult +8.00% Melee+ 10 lightning Dmg.mod +6% lightning ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning 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. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 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 | spellcowled elven-silk cloak of Iron Throne (3 def, 0 armour) spellcowled elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil +3 Con ----- def ----- Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's gold amulet of constitution (+5) wanderer's gold amulet of constitution (+5)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Cun +10 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
Inventory
regeneration infusion of the duelist (heal 361; 17 cd) regeneration infusion of the duelist (heal 361; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 547; 12 cd) regeneration infusion of the warrior (heal 547; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 547 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 89; cd 18) shatter afflictions rune of the psychic (absorb 89; cd 18)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 89 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 143; dur 5; cd 16) shielding rune (absorb 143; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 143 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 330; dur 5; cd 15) shielding rune of the warrior (absorb 330; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 330 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 32; blocks 4; dur 4; cd 14) stormshield rune (threshold 32; blocks 4; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 283 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
steel amulet 'Dourdare' steel amulet 'Dourdare'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +10 Mag ----- def ----- Resists +3% darkness Crit.chn- 15.00% ---------- misc Light +3 Infravis +3 See.Invis +6 Amulets make your neck look great! |
mindweaver's gold amulet of the eclipse mindweaver's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 7 light 6 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 6% chance to reduce damage dealt by 27% * 5% chance to blind ----- def ----- Mind.save +8 (+4 eff.) Confus- +16% Amulets make your neck look great! |
protective gold amulet of vision protective gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Res.Cap +4% all Phys.save +10 (+5 eff.) Blind- +24% ---------- misc Infravis +5 Sight +2 See.Invis +5 Amulets make your neck look great! |
starlit gold amulet of murder starlit gold amulet of murder0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: dps ---------- Crit.mult +10.00% Acc +7 (+2 eff.) Apr +12 ----- def ----- Resists +15% light +14% darkness Blind- +35% Amulets make your neck look great! |
stralite amulet of murder stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +14.00% Acc +8 (+2 eff.) Apr +14 Amulets make your neck look great! |
savior's voratun amulet of soulsearing savior's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +13 (+3 eff.) Dmg.mod +10% blight +12% fire ----- def ----- Phys.save +23 (+9 eff.) Spell.save +11 (+4 eff.) Mind.save +19 (+8 eff.) Amulets make your neck look great! |
steel ring 'Emolaith' steel ring 'Emolaith'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +1 Wil +2 Cun dps ---------- Crit.mult +20.00% S.pwr/crit +8 Dmg.mod +13% light ----- def ----- Resists +26% light Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
Scaldobeisance Scaldobeisance0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +5 Cun +4 Con dps ---------- Mind.pwr +10 (+4 eff.) Res.pen +15% fire ----- def ----- Phys.save +8 (+4 eff.) ---------- misc Max.hate +8.00 Rings make your fingers look great! |
warrior's gold ring of tenacity warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Max.HP +38.00 Disarm- +25% Pinning- +31% Knockbk- +36% Rings make your fingers look great! |
Ring of the Archlich Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
marksman's stralite ring of nature (+24%) marksman's stralite ring of nature (+24%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% nature Acc +6 (+2 eff.) ----- def ----- Resists +24% nature Rings make your fingers look great! |
marksman's stralite ring of the mountain (+14%) marksman's stralite ring of the mountain (+14%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +14% physical Acc +14 (+4 eff.) ----- def ----- Resists +14% physical Rings make your fingers look great! |
painweaver's stralite ring of luminosity painweaver's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Mag dps ---------- Phys.pwr +11 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +7 (+3 eff.) Melee+ 21 light Ranged+ 20 light Dmg.mod +16% light +5% all Rings make your fingers look great! |
stralite ring of luminosity stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 14 light Ranged+ 19 light Dmg.mod +12% light Rings make your fingers look great! |
treant's stralite ring of perseverance treant's stralite ring of perseverance0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +9% nature +9% blight HP.reg +4.00 Poison- +10% Disease- +14% Stun/Frz- +21% Rings make your fingers look great! |
Mnemonic Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+9 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Lost Staff of Archmage Tarelion (136% power, 4 apr, fire element) Lost Staff of Archmage Tarelion (136% power, 4 apr, fire element)5.0 T5 staff 2H weapon [Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +25% Spell.pwr +40 (+10 eff.) Dmg.mod +30% lightning +30% fire +30% arcane +30% cold ----- def ----- Silence- +40% ---------- misc Mana/s.crit +12.00 Max.mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 40% Wil, 100% Mag, 50% Dex Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Dex, 70% Mag Dmg Light Mastery Strength of Purpose 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. |
Scumswift the yew longbow Scumswift the yew longbow4.0 T3 longbow 2H weapon [Rare] Master Power 66% Range: 1.1x Uses 50% Mag, 40% Wil Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit.r1 +8 nature +20 acid While equipped: dps ---------- Phys.crit +5.0% Res.pen +20% acid Acc +14 (+4 eff.) Melee Ret 8 nature ----- def ----- Resists +6% lightning +6% darkness +6% blight Longbows are used to shoot arrows at your foes. |
warden's elven-wood longbow warden's elven-wood longbow4.0 T4 longbow 2H weapon [Ego+] Arcane Power 66% Range: 1.1x Uses 50% Mag, 40% Wil Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +6 Mag dps ---------- Dmg.mod +11% temporal +14% physical Res.pen +9% temporal +12% physical ---------- misc Reload +5 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
psychokinetic quiver of elven-wood arrows of annihilation (24/24, 165% power, 23 apr) psychokinetic quiver of elven-wood arrows of annihilation (24/24, 165% power, 23 apr)3.0 T4 arrow ammo [Ego++] Master/Psionic Power 165% Range: 1.4x Uses 40% Wil, 70% Dex, 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +16.5% Capacity 24 Proj.spd +200% Ranged+ +36 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 221 physical damage Arrows are used with bows to pierce your foes to death. |
Freezesage the pouch of stralite shots (23/23, 152% power, 5 apr) Freezesage the pouch of stralite shots (23/23, 152% power, 5 apr)3.0 T4 shot ammo [Rare] Psionic Power 152% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Ranged+ +20 blight +20 cold +20 arcane On Hit.r1 +20 cold On Crit.r2 +16 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
dreamer's cashmere robe of alchemy (0 def, 0 armour) dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +5% acid +9% physical +7% fire +12% cold ----- def ----- Resists +12% acid +10% physical +13% darkness +12% cold +13% fire +12% mind +11% all Phys.save +15 (+7 eff.) Spell.save +10 (+3 eff.) Mind.save +22 (+9 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening hardened leather armour of thunder (9 def, 6 armour) enlightening hardened leather armour of thunder (9 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Psionic While equipped: Stats +5 Str +5 Mag +11 Wil +7 Cun dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +13 (+2 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +13 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +13% lightning Mind.save +16 (+7 eff.) A suit of armour made of leather. |
Scaldblast the reinforced leather armour (12 def, 7 armour) Scaldblast the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +12% fire Res.pen +10% fire Melee Ret 10 nature ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +9% fire +17% cold Mind.save +15 (+7 eff.) Max.HP +48.00 HP.reg +7.40 Heal.mod +16% A suit of armour made of leather. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 136.86 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Fire Breath -3 Lightning Breath -3 Sand Breath -3 Elemental Vortex -1 Corrosive Breath -3 Dragon's Breath -1 Elemental Spray -1 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+15 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +3 (+0 eff.) ---------- misc Mana/turn +0.17 Max.mana +20.00 A belt that goes around your waist. |
balancing drakeskin leather belt of valiance balancing drakeskin leather belt of valiance1.0 T5 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +2 Wil +4 Cun dps ---------- Phys.crit +6.0% Mind.crit +11% ----- def ----- Mind.save +11 (+5 eff.) Max.HP +81.00 A belt that goes around your waist. |
noble's drakeskin leather belt of burglary noble's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Dex +6 Wil +10 Cun +8 Lck dps ---------- Against +19% Summoned ----- def ----- D.Red.from +34% Summoned Stealth +8 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
restorative cashmere cloak of the hunter (2 def, 0 armour) restorative cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +12% nature +13% blight Max.HP +62.00 HP.reg +4.00 Heal.mod +11% ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of backstabbing (2 def, 0 armour) shadow cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master While equipped: dps ---------- Crit.mult +19.00% Dmg.mod +11% darkness Res.pen +10% darkness Acc +8 (+2 eff.) Apr +11 ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of voratun boots of tirelessness (0 def, 5 armour) restorative pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +4% HP.reg +6.00 Heal.mod +13% ---------- misc Stam/turn +1.00 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder voratun gauntlets of strength (+5) (0 def, 3 armour) cinder voratun gauntlets of strength (+5) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+2 eff.) Melee+ 13 fire Dmg.mod +8% fire ----- def ----- Armour +3 Fatigue +5% Resists +8% fire 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. |
starseer's elven-silk wizard hat of light (+21%) (3 def, 0 armour) starseer's elven-silk wizard hat of light (+21%) (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% darkness +9% temporal +26% light +12% physical ----- def ----- Defense +3 (+1 eff.) Resists +21% light A pointy cloth hat, very wizardly... |
warlord's hardened leather cap of ire (0 def, 3 armour) warlord's hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +4 Wil +2 Con dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +15 (+7 eff.) Mind.save +7 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+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. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 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. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 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. |
10 onyx 10 onyx0.0 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. |
7 lapis lazuli 7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald 8 emerald0.0 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. |
11 garnet 11 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.0 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. |
13 sapphire 13 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.0 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. |
9 turquoise 9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ruby 13 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.0 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. |
3 diamond 3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.0 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. |
Crystal Focus Crystal Focus0.0 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. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
115 alchemist agate 115 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealot1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +7 (+1 eff.) ----- def ----- Resists +3% all Spell.save +9 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of the zealot nightwalker's dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +8 (+1 eff.) ----- def ----- Resists +3% all Spell.save +9 (+3 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Emura the Quenchlady (dig speed 24 turns) Emura the Quenchlady (dig speed 24 turns)3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +9% nature +3% cold Res.pen +10% light ----- def ----- Resists +13% nature +6% cold ---------- misc Equi/ret +0.28 Hate/m.crit +5.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blank Book Blank Book5.0 T3 book charm [Unique] Psionic While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +25% mind Acc +15 (+4 eff.) ----- def ----- Resists +20% mind Fear- -50% Mental Shielding: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. An untitled book, bound in leather, stained now with blood of men, elves, and beasts. There is no writing anywhere between its covers, but you can get lost in the pages for hours. |
Walrog's Draining Wand Walrog's Draining Wand0.0 T1 rod charm [Plot Item] Unknown While carried: dps ---------- Spell.pwr +10 (+2 eff.) Steal life from a weakened creature. Uses 1 power out of 1/10 This wand can extract the vim of a creature close to death, stealing their life energy to revitalise another. It is attuned to Walrog, and cannot be used to heal anyone else. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
quick voratun torque of psionic shield [power 105] (17 cooldown) quick voratun torque of psionic shield [power 105] (17 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 105 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing yew totem of healing [power 230] (15 cooldown) soothing yew totem of healing [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to heal for 43. Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood wand of shielding [power 476] (25 cooldown) supercharged elven-wood wand of shielding [power 476] (25 cooldown)2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 476 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing dragonbone wand of shielding [power 494] (20 cooldown) focusing dragonbone wand of shielding [power 494] (20 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Vampy the Vampire Temporal Warden level 48
268th Vengeance 123rd year of Ascendancy at 06:25 see stats
By Vampy the Vampire Temporal Warden level 36
173rd Vengeance 123rd year of Ascendancy at 01:41 see stats
By Vampy the Vampire Temporal Warden level 33
163rd Vengeance 123rd year of Ascendancy at 17:23 see stats
By Vampy the Vampire Temporal Warden level 10
73rd Vengeance 123rd year of Ascendancy at 16:03 see stats
By Vampy the Vampire Temporal Warden level 20
116th Vengeance 123rd year of Ascendancy at 01:17 see stats
By Vampy the Vampire Temporal Warden level 30
126th Vengeance 123rd year of Ascendancy at 04:12 see stats
By Vampy the Vampire Temporal Warden level 40
199th Vengeance 123rd year of Ascendancy at 04:36 see stats
By Vampy the Vampire Temporal Warden level 50
269th Vengeance 123rd year of Ascendancy at 06:30 see stats
By Vampy the Vampire Temporal Warden level 30
126th Vengeance 123rd year of Ascendancy at 11:29 see stats
By Vampy the Vampire Temporal Warden level 33
163rd Vengeance 123rd year of Ascendancy at 18:02 see stats
By Vampy the Vampire Temporal Warden level 35
171st Vengeance 123rd year of Ascendancy at 17:19 see stats
By Vampy the Vampire Temporal Warden level 24
124th Vengeance 123rd year of Ascendancy at 14:59 see stats
Log
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 6 turns (stop reason: at exit).
--------------------------------
You gain 11.95 gold from the transmogrification of extending elven-wood wand of conjuration [power 340] (15 cooldown).
You gain 2.60 gold from the transmogrification of impenetrable voratun mail armour of clarity (5 def, 28 armour).
You gain 9.46 gold from the transmogrification of hardened dwarven-steel mail armour of thunder (3 def, 15 armour).
You gain 2.53 gold from the transmogrification of radiant reinforced leather armour of natural resilience (12 def, 7 armour).
You gain 1.20 gold from the transmogrification of cashmere robe of power (0 def, 0 armour).
You gain 3.84 gold from the transmogrification of corrosive voratun shield of cold resistance (+16%) (0 def, 10 armour, 199 block).
You gain 4.90 gold from the transmogrification of swashbuckler's stralite shield of earthen fury (0 def, 15 armour, 141 block).
You gain 3.17 gold from the transmogrification of windwalling iron shield of earthen fury (0 def, 3 armour, 22.5 block).
You gain 2.00 gold from the transmogrification of barbed pouch of voratun shots of daylight (21/21, 177% power, 6 apr).
You gain 4.49 gold from the transmogrification of drakeskin leather sling of enduring.
You gain 4.42 gold from the transmogrification of voratun longsword of enduring (152% power, 6 apr).
You gain 3.20 gold from the transmogrification of balanced voratun longsword of massacre (166% power, 6 apr).
You gain 4.21 gold from the transmogrification of voratun greatmaul of evisceration (181% power, 4 apr).
You gain 4.44 gold from the transmogrification of ethereal ash starstaff of greater warding (111% power, 3 apr, temporal element).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.