











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.6.6This 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 Nekarcos'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.
Ashes of Urh'Rok 1.6.7Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 31 / 63% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 101 (base 60) |
| Dexterity | 21 (base 10) |
| Constitution | 55 (base 14) |
| Magic | 14 (base 10) |
| Willpower | 79 (base 60) |
| Cunning | 26 (base 11) |
Resources
| Life | 1423/1423 |
| Stamina | 387/387 |
| Equilibrium | 10 |
| Healing Factor | 1.6 |
| Regeneration | 36.280898727258 |
Speed
| Mental | +8.30930844296% |
| Attack | +8.30930844296% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 33 |
| Crit Chance | 26% |
| APR | 4 |
| Speed | 0.92 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 19% |
| Speed | 0.92328167761005 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +7% |
| Physical | +24% |
| Cold | +7% |
| All | +2% |
| Lightning | +7% |
| Light | +21% |
| Mind | +14% |
| Darkness | +7% |
| Fire | +7% |
| Nature | +19% |
Offense: Damage Penetration
| Acid | +5% |
| Blight | +5% |
| Physical | +5% |
| Cold | +5% |
| Lightning | +5% |
| Darkness | +5% |
| Mind | +30% |
| Fire | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 60.20344335735 (93.924050632911%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 43 |
| Physical Save | 66 |
| Spell Save | 57 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 39%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 41%( 70%) |
| Mind | + 20%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Pinning Resistance | 42% |
| Knockback Resistance | 72% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 8% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 605 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| 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 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Icy Skin |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 196. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Flamewend (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +7% physical Res.pen +15% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Resists +12% acid +6% fire +6% lightning +9% blight ---------- misc Size +1 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 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.(133 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Earobar (25 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +25 (+8 eff.) Fatigue +3% Phys.save +12 (+3 eff.) HP.reg +5.00 Heal.mod +20% Disease- +20% Pinning- +20% ---------- misc Stam/turn +0.90 Max.stam +25.00 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. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +22% Knockbk- +22% Rings can have magical properties. |
| On fingers | copper ring 'Xerivea'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Res.pen +15% mind Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Resists +3% blight HP.reg +2.00 Stun/Frz- +22% Rings can have magical properties. |
| Around neck | Zubegadawe the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% mind Res.pen +15% mind ----- def ----- Resists +3% acid +3% nature +12% lightning Spell.save +9 (+3 eff.) Amulets can have magical properties. |
| In main hand | Scumsquall (22-30.8 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 lightning On Hit.r1 +12 nature While equipped: Stats +7 Str +6 Dex +6 Mag +6 Wil +5 Cun +4 Con dps ---------- Melee Ret 4 nature ----- def ----- Resists +3% nature +9% blight Sharp, long, and deadly. |
| Around waist | Morningwilter1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% light On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +12% cold +9% mind +3% light Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | swashbuckler's steel shield of winter (0 def, 4 armour, 16-19.2 power, 40 block)7.0 T2 shield armor [Ego++] Nature/Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +40 Melee+ +13 cold While equipped: Stats +3 Str +2 Dex +1 Wil dps ---------- Acc +4 (+2 eff.) On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Polorin the cashmere cloak (27 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +5 Cun dps ---------- Phys.crit +1.0% ----- def ----- Defense +27 (+9 eff.) ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
blink rune of the psychic (range 6; phase 20; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
shatter afflictions rune of the warrior (absorb 136; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 136 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 278 (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. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 178 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pitchstreak the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee Ret 10 lightning 4 light On Hit (Melee): * 20% chance to reduce damage dealt by 24% Amulets can have magical properties. |
Plagueravager0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +1 Str +2 Mag dps ---------- Res.pen +25% nature ----- def ----- Fatigue -5% Crit.dmg- 10.00% HP.reg +2.00 ---------- misc Infravis +3 Amulets can have magical properties. |
wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Belogabeth0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% all ----- def ----- Armour +12 Phys.save +12 (+3 eff.) Max.HP +20.00 Cut- +10% Disarm- +10% Rings can have magical properties. |
Glowpower the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Resists +6% cold +6% light +9% nature Max.HP +32.00 Disarm- +23% Pinning- +20% Knockbk- +28% Rings can have magical properties. |
Nerilenor the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% blight Res.pen +20% arcane +10% mind Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 29 Rings can have magical properties. |
gold ring 'Xanitira'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Dex +2 Cun +2 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Defense +4 (+1 eff.) Resists +6% cold +30% darkness +6% nature Spell.save +12 (+4 eff.) Heal.mod +5% Confus- +20% ---------- misc Max.stam +17.00 Rings can have magical properties. |
savior's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
sneakthief's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun +6 Dex dps ---------- Melee+ 5 physical Ranged+ 7 physical Acc +8 (+4 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
Tiderock the dwarven-steel longsword (33.5-46.9 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% mind +15% cold Melee Ret 4 physical Sharp, long, and deadly. |
iron longsword 'Bogwalker' (10.5-14.7 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +20 acid On Hit: * 10% chance to slow global speed by 57% While equipped: dps ---------- Res.pen +10% nature Acc +6 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +22% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+6 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
dwarven-steel mace of evisceration (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Blunt and deadly. |
steel waraxe 'Shockwend' (19-26.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +20 lightning While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Resists +6% blight +5% arcane One-handed war axes. |
Brenadig the Kilngash1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Dmg.mod +6% fire ----- def ----- Resists +12% fire HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of dwarven-steel boots of massiveness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: Stats +6 Str +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +3% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Nimbusbreacher' (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 * 20% chance to reduce armor by 17% ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
dwarven-steel gauntlets 'Corruptionpassion' (0 def, 9 armour)1.5 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 Fatigue +3% Resists +9% blight +3% mind +3% nature Crit.dmg- 10.00% Blind- +10% 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. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 112.38 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (30% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
champion's dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +7 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +7 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 4 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +14% cold Phys.save +14 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
Hurirevor the Suntrencher (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning +6% fire ---------- misc Light +3 A suit of armour made of mail. |
rejuvenating steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 HP.reg +7.00 Heal.mod +11% ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 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. |
Wrathroot's Barkwood (9 def, 10 armour, 20.5-28.7 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 20.5 - 28.7 Physical Uses 150% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
321 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. |
5 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. |
12 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 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. |
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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending yew totem of summon tentacle [power 230] (25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 533 Base Damage: 260 Armor: 12 All Resist: 0 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
10 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. |
soothing elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (125 total damage) Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Esvo the Dwarf Wyrmic level 30
9th Stralite 123rd year of Ascendancy at 22:54 see stats
Against all odds
Killed Ukruk in the ambush.By Esvo the Dwarf Wyrmic level 30
7th Stralite 123rd year of Ascendancy at 21:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Esvo the Dwarf Wyrmic level 14
40th Profit 122nd year of Ascendancy at 14:40 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Esvo the Dwarf Wyrmic level 24
20th Steel 123rd year of Ascendancy at 00:19 see stats
Exterminator
Killed 1000 creatures.By Esvo the Dwarf Wyrmic level 18
13rd Shortage 122nd year of Ascendancy at 15:00 see stats
Guiding Hand
Saved all escorted adventurers.By Esvo the Dwarf Wyrmic level 28
5th Stralite 123rd year of Ascendancy at 10:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Esvo the Dwarf Wyrmic level 25
29th Steel 123rd year of Ascendancy at 17:43 see stats
Level 10
Got a character to level 10.By Esvo the Dwarf Wyrmic level 10
12nd Profit 122nd year of Ascendancy at 11:43 see stats
Level 20
Got a character to level 20.By Esvo the Dwarf Wyrmic level 20
17th Shortage 122nd year of Ascendancy at 02:17 see stats
Level 30
Got a character to level 30.By Esvo the Dwarf Wyrmic level 30
7th Stralite 123rd year of Ascendancy at 00:04 see stats
Size matters
Did over 600 damage in one attack.By Esvo the Dwarf Wyrmic level 22
12nd Iron 123rd year of Ascendancy at 20:06 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Esvo the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 19:33 see stats
The Arena
Unlocked Arena mode.By Esvo the Dwarf Wyrmic level 13
33rd Profit 122nd year of Ascendancy at 13:09 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Esvo the Dwarf Wyrmic level 25
20th Gold 123rd year of Ascendancy at 07:17 see stats
The secret city
Discovered the truth about mages.By Esvo the Dwarf Wyrmic level 14
10th Dearth 122nd year of Ascendancy at 10:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Esvo the Dwarf Wyrmic level 26
29th Gold 123rd year of Ascendancy at 17:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Esvo the Dwarf Wyrmic level 18
14th Shortage 122nd year of Ascendancy at 08:19 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Esvo the Dwarf Wyrmic level 29
7th Stralite 123rd year of Ascendancy at 00:04 see stats
Log
You gain 7.46 gold from the transmogrification of dreamer's pair of hardened leather boots of speed (0 def, 3 armour).
You gain 5.48 gold from the transmogrification of dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 8.94 gold from the transmogrification of dreamer's pair of dwarven-steel boots of massiveness (0 def, 4 armour).
You gain 2.37 gold from the transmogrification of spellwoven cashmere robe of power (0 def, 0 armour).
You gain 5.21 gold from the transmogrification of regal cashmere cloak of mindcraft (2 def, 0 armour).
You gain 6.66 gold from the transmogrification of enveloping cashmere cloak of backstabbing (8 def, 0 armour).
You gain 7.18 gold from the transmogrification of noble's hardened leather belt of recklessness.
You gain 9.05 gold from the transmogrification of monstrous hardened leather belt of shielding.
You gain 2.35 gold from the transmogrification of arcing dwarven-steel waraxe of erosion (18.5-25.9 power, 4 apr).
You gain 4.08 gold from the transmogrification of shimmering yew vilestaff of might (20-24 power, 4 apr, blight element).
You gain 5.42 gold from the transmogrification of mighty hardened leather sling of piercing.
You gain 5.39 gold from the transmogrification of fungal yew longbow of true flight.
You gain 4.13 gold from the transmogrification of truestriking dwarven-steel greatmaul (41.5-62.25 power, 2 apr).
You gain 25.00 gold from the transmogrification of dwarven-steel greatmaul 'Firesnake' (42.5-63.75 power, 2 apr).
You gain 5.13 gold from the transmogrification of warbringer's dwarven-steel dagger (16.5-21.45 power, 7 apr).
You gain 15.00 gold from the transmogrification of Swordbreaker (25-32.5 power, 20 apr).
You gain 15.00 gold from the transmogrification of Star (10-13 power, 0 apr).
You gain 15.00 gold from the transmogrification of Moon (10-13 power, 0 apr).
You gain 5.00 gold from the transmogrification of marksman's gold ring of warding.
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 11; blocks 4; dur 4; cd 12).
You gain 2.00 gold from the transmogrification of shielding rune of the duelist (absorb 232; dur 4; cd 14).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 50; dur 4; cd 16).
You gain 0.70 gold from the transmogrification of shatter afflictions rune (absorb 67; cd 17).
You gain 2.31 gold from the transmogrification of blink rune of the wizard (range 4; phase 17; cd 19).
You gain 1.65 gold from the transmogrification of regeneration infusion of the duelist (heal 289; 13 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 536%; cd 9).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.
Esvo deactivates Icy Skin.















































































































