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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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.
ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This 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. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 36 / 24% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 69 (base 60) |
| Dexterity | 22 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 109 (base 60) |
| Willpower | 72 (base 30) |
| Cunning | 13 (base 10) |
Resources
| Life | 1003/1003 |
| Mana | 555/555 |
| Equilibrium | 45 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 0.28467363346205 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 5 |
| See Stealth | 34.54677130326 |
| See Invisible | 30.54677130326 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 44 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 44 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 87 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +37% |
| Mind | +15% |
| Blight | +22% |
| Arcane | +28% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Fire | +30% |
| Cold | +10% |
| Arcane | +30% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 91.498273734465 (66.69962066283%) |
| Defense | 41 |
| Ranged Defense | 50 |
| Fatigue | 3.2811007113924 |
| Physical Save | 41 |
| Spell Save | 44 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 38%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 50%( 70%) |
| Light | + 50%( 70%) |
| Physical | + 56%( 70%) |
| Lightning | + 39%( 70%) |
| Fire | + 52%( 70%) |
| Mind | + 43%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 100% |
| Silence Resistance | 28% |
| Stun Resistance | 92% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 645 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 107 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Deeprock | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Eldritch Infusion |
| talent | Chant of Fortress |
| talent | Shards |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Adenne the giant red ant. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Velubeth the bee swarm. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 239. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed black mamba head. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed hummerhorn wing. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Armor +3 Silence Resist +28% Confus Resist +24% Stun Resist +32% Blink to a nearby random location (rad 8) Puts all charms on 22 turn cooldown A pair of boots made of leather. |
| Quiver | 860 alchemist agate0.0 Encumbrance 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. |
| Light source | Eclipsebright the dwarven lantern1.0 Encumbrance T5 lite [Rare] Master While equipped: Stats +9 Wil defense ------ Resistance +12% mind +9% darkness Mind save +6 (+2 eff.) Blind Resist +50% Confus Resist +28% other ------- EQ when Hit +0.08 Psi when Hit +0.08 Light +11 See Stealth +18 See Invisibility +14 Track: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Arutta the Tundrareaper (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +6 Dex +11 Mag +6 Wil offense ------ Spellpower +10 (+2 eff.) On-Hit 10 arcane Damage +8% arcane Ignore resists +10% cold defense ------ Armor +2 Resistance +6% arcane +18% cold Crit Resistance 15.00% other ------- Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | Lightningtyphoon0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ Physical Power +10 (+3 eff.) Spellpower +7 (+1 eff.) Mindpower +10 (+2 eff.) Damage +12% arcane Ignore resists +20% arcane defense ------ Resistance +9% lightning Spell save +9 (+3 eff.) other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 18 light On-Ranged-Hit 17 light Damage +12% light defense ------ Stun Resist +30% Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Summertide (17 def, 15 armour, 164% power, 260 block)7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 100% Str Damage Light Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+6 eff.) Ranged Defense +17 (+6 eff.) Fatigue +12% Resistance +20% light +10% fire +15% darkness +12% mind Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 52.97 to 66.22 light damage (based on Willpower and Cunning). Uses 11 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. |
| Around waist | Belymas1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +5 Dex offense ------ Spellpower +33 (+6 eff.) Spellpower/crit +4 Damage +9% arcane When Hit 8 blight defense ------ Armor +6 Mind save +10 (+3 eff.) other ------- Vim-on-crit +2.00 A belt that goes around your waist. |
| In off hand | Piercing Gaze (5 def, 25 armour, 150% power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+2 eff.) Ranged Defense +10 (+3 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
| Cloak | Radhudur the Cinderbreeze (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature While equipped: offense ------ Ignore resists +10% arcane +20% fire Accuracy +18 (+6 eff.) When Hit 6 fire defense ------ Defense +9 (+3 eff.) Fatigue -7% Resistance +17% fire +14% light +5% arcane Stealth +8 Life +104.00 other ------- Max stamina +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Stun Resist +30% Carrion Feet: Effective talent level: 3.0 Power cost 13 out of 20/20. Range 7 Cooldown: 15 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 25%. 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. |
Inventory
healing infusion of the sneak (heal 66; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 72; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 182; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 195; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 284; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 810%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 565%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 727%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 483; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 483 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. |
wild infusion of the duelist (res 21%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (res 22%; physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 36%; mental, magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 6; phase 19; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 10 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 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 237; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 26; blocks 4; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 26 up to 4 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 34; blocks 5; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 34 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 20; blocks 5; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 20 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 11; blocks 7; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 11 up to 7 times. 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. |
Tundratrail0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +25% cold defense ------ Fatigue -5% Resistance +3% cold Life Regen +2.00 other ------- Light +3 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Morningstone the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% cold Ignore resists +5% light +25% temporal When Hit 10 light defense ------ Resistance +15% lightning +20% light Stun Resist +30% other ------- Light +3 Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet 'Islymira'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: defense ------ Resistance +22% mind +6% lightning Confus Resist +40% other ------- Masteries +0.11 Wild-gift/Call of the wild Amulets make your neck look great! |
Bogwell0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil offense ------ Ignore resists +10% arcane +20% nature defense ------ Resistance +16% fire +15% cold Physical save +28 (+9 eff.) Spell save +29 (+9 eff.) Mind save +30 (+9 eff.) Amulets make your neck look great! |
gold amulet 'Purespar'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +6% nature Ignore resists +25% nature +5% cold defense ------ Resistance +9% lightning +21% fire Amulets make your neck look great! |
gold amulet 'Tempestpierce'0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +6 Mag offense ------ Damage +18% lightning Ignore resists +15% arcane When Hit 6 lightning 10 fire 10 arcane defense ------ Resistance +5% arcane Amulets make your neck look great! |
warmaker's gold amulet of dexterity (+6)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +10 Dex +7 Wil Amulets make your neck look great! |
Blazestreaker0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +4% Damage +12% lightning Ignore resists +10% lightning defense ------ Resistance +9% fire Mind save +9 (+3 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
Delirath0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +7 Wil +1 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire other ------- Infravision +2 Rings make your fingers look great! |
Emelimidhetha the Shinebender0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +2 Mag +6 Cun offense ------ Damage +9% acid +9% light Ignore resists +15% light When Hit 6 light defense ------ Defense +8 (+3 eff.) other ------- Light +2 Rings make your fingers look great! |
copper ring 'Breezewar'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +10% fire defense ------ Resistance +3% nature +29% fire other ------- Light +1 Rings make your fingers look great! |
copper ring 'Islann'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Armor +4 Resistance +3% lightning +3% cold +22% nature Life Regen +4.00 Silence Resist +20% Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life +24.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
savior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) Life +20.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
Duathelwalker the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +27% acid +9% darkness Ignore resists +20% darkness defense ------ Resistance +42% acid Rings make your fingers look great! |
Glitterserpent the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +1 Wil +6 Cun offense ------ Critical power +5.00% Damage +11% darkness +9% light Accuracy +6 (+2 eff.) defense ------ Resistance +22% darkness Mind save +6 (+2 eff.) Blind Resist +30% other ------- Hate-on-crit +1.00 Infravision +4 See Stealth +9 See Invisibility +6 Rings make your fingers look great! |
marksman's steel ring of nature (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +12% nature Accuracy +8 (+3 eff.) defense ------ Resistance +24% nature Rings make your fingers look great! |
mule's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -6% Blind Resist +20% other ------- Encumbrance +21 Infravision +3 See Stealth +7 See Invisibility +8 Rings make your fingers look great! |
savage's steel ring of life0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con defense ------ Spell save +12 (+4 eff.) Life +46.00 Life Regen +5.00 Healmod +11% other ------- Max stamina +13.00 Rings make your fingers look great! |
sneakthief's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +16 (+5 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 134% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Sleetterror'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Dex offense ------ Damage +3% cold +3% arcane +11% fire Ignore resists +10% arcane +15% cold Accuracy +14 (+5 eff.) Ignore Armor +8 defense ------ Defense +9 (+3 eff.) Resistance +22% fire Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 134% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Voidsmasher'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 46% * 10% chance to reduce damage dealt by 30% defense ------ Resistance +12% acid +3% cold Mind save +9 (+3 eff.) Life Regen +4.00 Healmod +15% Poison Resist +20% Cut Resist +20% Confus Resist +24% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
titan's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% nature defense ------ Resistance +20% nature Physical save +6 (+2 eff.) Rings make your fingers look great! |
Erestir0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +20 (+6 eff.) Accuracy +15 (+5 eff.) defense ------ Defense +5 (+2 eff.) Resistance +1% physical Physical save +15 (+5 eff.) Mind save +10 (+3 eff.) Rings make your fingers look great! |
Glitterfurnace0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: defense ------ Resistance +12% acid +9% temporal +6% nature +15% light Crit Resistance 15.00% Physical save +6 (+2 eff.) Spell save +15 (+5 eff.) Life +75.00 Life Regen +14.00 Healmod +13% Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
conjurer's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +8 (+1 eff.) Rings make your fingers look great! |
gold ring of darkness (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Rings make your fingers look great! |
sneakthief's gold ring of fire (+24%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Damage +12% fire Accuracy +7 (+2 eff.) defense ------ Resistance +24% fire Rings make your fingers look great! |
titan's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Durerim the Fogsage0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +9 (+3 eff.) Damage +18% light +21% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Resistance +36% light +3% darkness Silence Resist +30% other ------- Mana/turn +0.10 Rings make your fingers look great! |
Icebone0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +9 Dex +6 Cun +7 Con offense ------ Physical Power +7 (+2 eff.) Damage +3% cold +26% temporal Ignore resists +10% temporal Accuracy +8 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% cold +17% temporal Rings make your fingers look great! |
mule's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -6% Life +55.00 Life Regen +9.00 Healmod +14% other ------- Encumbrance +29 Rings make your fingers look great! |
savior's stralite ring of lightning (+24%)0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Physical save +13 (+4 eff.) Spell save +9 (+3 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +7 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Emelugabeth the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +10% acid On-Hit (Melee): * 10% chance to reduce armor by 46% defense ------ Resistance +5% acid +6% darkness +6% blight +7% fire +7% cold +5% lightning Physical save +11 (+3 eff.) Spell save +8 (+2 eff.) other ------- Size +2 A belt that goes around your waist. |
Blindstreak the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Con offense ------ Damage +9% light +3% arcane defense ------ Defense +1 (+0 eff.) Resistance +2% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 26% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Chadig the Cindersquall (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +1 Cun +8 Con offense ------ Damage +6% fire defense ------ Armor +3 Resistance +6% mind other ------- Light +3 Rush: Puts all charms on 22 turn cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Ulfadrakath (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +15% mind Ignore resists +20% arcane +20% temporal When Hit 4 mind defense ------ Armor +3 Resistance +9% mind +6% temporal Life Regen +6.00 Healmod +14% A pair of boots made of leather. |
Morninggrind (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +8 Mag +1 Wil +9 Cun offense ------ Damage +6% arcane defense ------ Armor +2 Crit Resistance 15.00% other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Manusta' (30 def, 14 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Accuracy +16 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 65% defense ------ Armor +14 Defense +30 (+10 eff.) Fatigue +3% Physical save +6 (+2 eff.) Unlife -40.00 life Life Regen +4.00 Poison Resist +20% 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. |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 85 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
iron helm 'Snowbliss' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Critical power +5.00% Ignore resists +10% cold defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- EQ when Hit +0.08 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Anithel the Furnacezeal (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Str +15 Dex +4 Cun offense ------ Damage +15% fire Ignore resists +5% fire Ignore Armor +6 defense ------ Armor +4 Fatigue +4% Resistance +18% acid Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 353.2 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(127 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Hanygar the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Accuracy +30 (+10 eff.) Ignore Armor +6 defense ------ Life Regen +4.00 Healmod +10% other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 3.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Urthikor' (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Con offense ------ Physical Crit +2.0% defense ------ Defense +5 (+2 eff.) Resistance +7% darkness +9% nature Affinity +15% darkness Spell save +3 (+1 eff.) Silence Resist +20% other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 159% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Shimmerserpent [power 53] (22 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +6% Ignore resists +25% arcane +15% blight When Hit 8 lightning Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Saledavena' [power 170] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Spellpower +25 (+5 eff.) Spellpower/crit +10 Damage +6% blight defense ------ Resistance +9% mind +2% physical Physical save +12 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Max vim +20.00 Blast the opponent's mind dealing 195 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of clear mind [power 3] (22 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Xerira the yew totem of healing [power 248] (13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Cun defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +3% mind Unlife -40.00 life Blind Resist +20% Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 turn cooldown 100% to heal for 72. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ereorele the Drem Stone Warden level 33
31st Voratun 123rd year of Ascendancy at 08:25 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ereorele the Drem Stone Warden level 23
24th Iron 123rd year of Ascendancy at 11:07 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Ereorele the Drem Stone Warden level 32
12nd Voratun 123rd year of Ascendancy at 08:15 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ereorele the Drem Stone Warden level 14
16th Dearth 122nd year of Ascendancy at 03:48 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Ereorele the Drem Stone Warden level 35
16th Profit 123rd year of Ascendancy at 02:50 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ereorele the Drem Stone Warden level 22
14th Iron 123rd year of Ascendancy at 19:36 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ereorele the Drem Stone Warden level 33
25th Voratun 123rd year of Ascendancy at 12:26 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ereorele the Drem Stone Warden level 32
42nd Stralite 123rd year of Ascendancy at 21:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ereorele the Drem Stone Warden level 10
26th Voratun 122nd year of Ascendancy at 04:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ereorele the Drem Stone Warden level 20
6th Shortage 122nd year of Ascendancy at 04:25 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ereorele the Drem Stone Warden level 30
7th Gold 123rd year of Ascendancy at 12:37 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Ereorele the Drem Stone Warden level 33
31st Voratun 123rd year of Ascendancy at 08:25 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ereorele the Drem Stone Warden level 19
20th Loss 122nd year of Ascendancy at 22:12 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ereorele the Drem Stone Warden level 34
9th Profit 123rd year of Ascendancy at 07:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ereorele the Drem Stone Warden level 25
30th Iron 123rd year of Ascendancy at 02:18 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ereorele the Drem Stone Warden level 33
31st Voratun 123rd year of Ascendancy at 08:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ereorele the Drem Stone Warden level 6
20th Voratun 122nd year of Ascendancy at 03:07 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ereorele the Drem Stone Warden level 33
31st Voratun 123rd year of Ascendancy at 08:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ereorele the Drem Stone Warden level 10
6th Profit 122nd year of Ascendancy at 23:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ereorele the Drem Stone Warden level 24
25th Iron 123rd year of Ascendancy at 09:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ereorele the Drem Stone Warden level 16
36th Dearth 122nd year of Ascendancy at 05:45 see stats
Log
You gain 2.46 gold from the transmogrification of hardened leather belt of the vagrant.
You gain 3.71 gold from the transmogrification of hardened leather belt of recklessness.
You gain 2.97 gold from the transmogrification of grounding hardened leather belt of the vagrant.
You gain 3.86 gold from the transmogrification of enlightening steel mail armour (2 def, 6 armour).
You gain 17.82 gold from the transmogrification of hardened leather armour 'Eclipsepassion' (9 def, 6 armour).
You gain 9.54 gold from the transmogrification of prismatic cured leather armour of the wind (14 def, 4 armour).
You gain 25.00 gold from the transmogrification of Cyruma the cashmere robe (0 def, 0 armour).
You gain 5.16 gold from the transmogrification of coruscating stralite shield of fire resistance (+27%) (0 def, 8 armour, 157% power, 141 block).
You gain 16.85 gold from the transmogrification of Eilinominn the Balancerupture (0 def, 4 armour, 113% power, 41.5 block).
You gain 5.48 gold from the transmogrification of creative thorny mindstar of sand (93% power, 24 apr, mind damage).
You gain 25.00 gold from the transmogrification of Hazewitch (94% power, 24 apr, nature damage).
You gain 0.75 gold from the transmogrification of dwarven-steel dagger (122% power, 7 apr).
You gain 22.72 gold from the transmogrification of Duskrip the steel dagger (102% power, 6 apr).
You gain 4.84 gold from the transmogrification of arcing steel waraxe of evisceration (108% power, 3 apr).
You gain 6.89 gold from the transmogrification of plaguebringer's dwarven-steel mace of daylight (129% power, 4 apr).
You gain 5.67 gold from the transmogrification of truestriking dwarven-steel battleaxe of erosion (140% power, 2 apr).
You gain 25.00 gold from the transmogrification of Singefury the ash magestaff (111% power, 3 apr, arcane element).
You gain 6.36 gold from the transmogrification of sneakthief's stralite ring of pilfering.
You gain 9.41 gold from the transmogrification of mule's stralite ring of life.
You gain 2.14 gold from the transmogrification of wizard's gold ring of blight (+14%).
You gain 25.00 gold from the transmogrification of Radiancestake.
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 57; blocks 4; dur 4; cd 17).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; mental; dur 2; cd 16).
You gain 1.55 gold from the transmogrification of regeneration infusion (heal 352; 14 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 572%; cd 11).
You gain 0.71 gold from the transmogrification of healing infusion (heal 72; cd 13).
You gain 0.70 gold from the transmogrification of healing infusion (heal 69; cd 14).
You gain 0.65 gold from the transmogrification of healing infusion (heal 52; cd 10).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.



























































































































