












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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!) 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:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Skirmisher |
| Level / Exp | 44 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Aeromira the skeleton warrior at level 16 on the 36th Haze 122nd year of Ascendancy at 18:20 2 / 5Killed by Grand Corruptor at level 23 on the 29th Regrowth 123rd year of Ascendancy at 23:18 Killed by Sleeping Eilinovena at level 24 on the 65th Pyre 123rd year of Ascendancy at 16:17 Killed by Lord of Skulls (mage) at level 26 on the 3rd Dusk 123rd year of Ascendancy at 13:06 Killed by Xeryldatta the Flamebringer at level 41 on the 4th Mirth 124th year of Ascendancy at 10:56 |
Primary Stats
| Strength | 28 (base 21) |
| Dexterity | 80 (base 64) |
| Constitution | 44 (base 40) |
| Magic | 33 (base 26) |
| Willpower | 26 (base 18) |
| Cunning | 91 (base 65) |
Resources
| Life | 1246/1246 |
| Mana | 438/438 |
| Stamina | 247/247 |
| Positive | 159/159 |
| Healing Factor | 1.3455007465518 |
| Regeneration | 12.953803002832 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +96.353718395664% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 83.955987504333 |
| See Invisible | 82.955987504333 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 74 |
| Crit Chance | 68% |
| APR | 17 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +30% |
| Light | +16% |
| Physical | +30% |
| Blight | +15% |
| Arcane | +18% |
| Fire | +16% |
| All | +9% |
Offense: Damage Penetration
| Lightning | +20% |
| Blight | +40% |
| Physical | +29% |
| Darkness | +34% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 34.333955552641 (100%) |
| Defense | 84 |
| Ranged Defense | 86 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 46%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 35%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 35%( 70%) |
| Temporal | + 61%( 70%) |
| Darkness | + 52%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Confusion Resistance | 32% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 28% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 426 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 137 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 Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% 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 Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 94 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. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Counter Shot |
| talent | Numbing Poison |
| talent | Chant of Fortitude |
| talent | Pace Yourself |
| talent | Apply Poison |
| talent | Bombardment |
| talent | Crippling Poison |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
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. 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by orc corruptor. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Betulenn the elder vampire. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost sun paladin from death by elder vampire. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 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. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Mind.pwr +5 (+1 eff.) Res.pen +7% physical Apr +4 ----- def ----- Armour +5 Blindside: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Quiver | Huruthad the pouch of voratun shots (22/22, 76-91 power, 13 apr)3.0 T5 shot ammo [Random Unique] Master Power 75.5 - 90.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +23 Apr +13 Crit +30.0% Capacity 22 Proj.spd +200% On Hit.r1 +16 mind On Hit: * 20% chance to reduce all saves and defense by 30 * 20 arcane resource burn * 10% chance to slow global speed by 58% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Aniduvor1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% blight Melee Ret 10 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +18% blight Blind- +28% Confus- +22% ---------- misc Light +9 See.Stealth +17 See.Invis +16 Track: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dragonslayer's hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +5 Lck dps ---------- Phys.crit +3.0% Spell.crit +6% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +7% fire +10% lightning +9% cold A cap made of leather. |
| On hands | Betynne the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Crit.mult +10.00% S.pwr/crit +2 Dmg.mod +6% blight Res.pen +25% blight ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 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 | Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | Betywen the Cloudtooth0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +15 Cun +13 Dex dps ---------- Melee+ 28 physical Ranged+ 35 physical Res.pen +15% lightning Acc +25 (+6 eff.) On Hit (Melee): * 20% chance to slow global speed by 58% * 16% chance to reduce all saves and defense by 30 On Hit (Ranged): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +3% blight +3% temporal +5% arcane ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| On fingers | mule's stralite ring of misery0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun dps ---------- Melee+ 17 physical Ranged+ 14 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 30 On Hit (Ranged): * 14% chance to reduce all saves and defense by 30 ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | swiftstrike drakeskin leather sling of recursion4.0 T5 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% On Hit: 10% Shoot 1 While equipped: Stats +1 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+4 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+10 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Dagalathadig the Duathelspar (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% darkness +3% arcane Res.pen +15% darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% temporal +33% darkness +5% arcane Mind.save +8 (+2 eff.) Stealth +10 Def/telep +12 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fearwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +14 (+5 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +16% physical +11% darkness +9% all Res.pen +14% darkness +17% physical ----- def ----- Resists +15% all ---------- misc Max.hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the wizard (heal 316; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. 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. |
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Grinidudan the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +3% acid +6% temporal +14% light +12% fire +14% darkness +12% cold Crit.chn- 10.00% HP.reg +2.00 Heal.mod +5% Blind- +21% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
copper amulet of mastery (0.10 Technique / Skirmisher - Slings)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Technique/Skirmisher - Slings Amulets make your neck look great! |
Daimefang the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +29% temporal ----- def ----- Resists +14% temporal Crit.chn- 15.00% ---------- misc Infravis +3 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.03 cold and 14.35 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+2 eff.) Resists +22% fire Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
sneakthief's stralite ring of speed0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +8 Dex dps ---------- Mov.spd +18% Acc +16 (+4 eff.) ----- def ----- Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Alayagen the reinforced leather sling4.0 T4 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit.r1 +16 physical While equipped: Stats +2 Str +12 Dex +5 Con dps ---------- Phys.crit +9.0% Acc +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
Voroma the Blazeprophet4.0 T4 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +4 lightning On Hit.r1 +12 darkness While equipped: Stats +8 Str +6 Dex +6 Mag +8 Wil +7 Cun +13 Con dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +3% light Res.pen +10% light +10% lightning On Hit (Ranged): * 10% chance to reduce damage dealt by 25% ---------- misc Light +2 Masteries +0.20 Wild-gift/Fungus Regenerate 220 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
blazebringer's reinforced leather sling of true flight4.0 T4 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +5 fire While equipped: dps ---------- Phys.crit +9.0% All.spd +5% Res.pen +14% fire Acc +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
enhanced drakeskin leather sling of cold4.0 T5 sling 1H weapon [Ego+] Arcane/Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +10 cold While equipped: Stats +8 Str +8 Dex +7 Mag +7 Wil +6 Cun +6 Con dps ---------- Dmg.mod +13% cold Slings are used to hurl stones or metal shots at your foes. |
halfling drakeskin leather sling of enduring4.0 T5 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Con +9 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Max.HP +73.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +7% all Acc +8 (+2 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
mighty drakeskin leather sling of fire4.0 T5 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +6 fire While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +14% fire Slings are used to hurl stones or metal shots at your foes. |
ranger's rough leather sling4.0 T1 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Dex Slings are used to hurl stones or metal shots at your foes. |
ranger's rough leather sling of piercing4.0 T1 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Dex dps ---------- Res.pen +5% all Acc +5 (+2 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of acid4.0 T1 sling 1H weapon [Ego] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: dps ---------- Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
Arariathra (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +4% Crit.mult +20.00% ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Mind.save +6 (+2 eff.) Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Nerodheth' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Melee Ret 2 temporal ----- def ----- Defense +1 (+1 eff.) Resists +3% mind Mind.save +9 (+3 eff.) HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+7 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+7 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Adenor the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Armour +1 Resists +5% lightning +5% temporal +5% arcane +6% blight A pair of boots made of leather. |
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 (+1 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. |
Gulasta the Firedash (3 def, 8 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil dps ---------- Dmg.mod +9% fire Res.pen +20% fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +8% acid +7% fire +8% lightning +23% cold Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
pair of hardened leather boots 'Emurewe' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +8 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+4 eff.) Dmg.mod +7% physical Acc +30 (+7 eff.) ----- def ----- Armour +3 Die.at -40.00 life ---------- misc Stam/turn +2.00 Size +1 A pair of boots made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 21.25 mind and 25.35 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 22% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 21. Terrified: Deals 4.91 mind and 5.85 darkness damage per turn and increases cooldowns by 34%. Haunted: Causes the target to suffer 8.31 mind and 9.91 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
grounding dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +7% temporal ---------- misc Stam/ret +1.00 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Unlighttrencher' (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Dmg.mod +9% lightning +9% darkness Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% A cap made of leather. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+4 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 31, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Menarithad the cured leather armour (6 def, 10 armour)9.0 T2 light armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +7% Resists +6% acid +18% physical +18% blight +12% fire +12% nature +6% cold D.Red.from +5% Unnatural Phys.save +11 (+5 eff.) Spell.save +6 (+3 eff.) A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 137.52 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +21% lightning A suit of armour made of leather. |
troll-hide reinforced leather armour of the deep (12 def, 10 armour) =water=9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Resists +9% acid +5% cold Max.HP +49.00 HP.reg +5.40 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
dwarven-steel shield 'Gloreth' (0 def, 15 armour, 28-34 power, 73 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +73 Melee+ +14 physical While equipped: Stats +4 Str +2 Dex +3 Wil dps ---------- Apr +1 ----- def ----- Armour +15 Fatigue +8% Resists +3% acid +13% physical Shield.near.proj +31 Proj.slow +17% ---------- misc Talents +1 Block Handheld deflection devices. |
impervious voratun shield (0 def, 17 armour, 68-82 power, 254 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 68.0 - 81.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +254 While equipped: Stats +3 Con ----- def ----- Armour +17 Fatigue +8% Phys.save +12 (+6 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
scouring stralite shield of resistance (0 def, 8 armour, 52-63 power, 140.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Disrupt When used to Attack: Power 52.5 - 63.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 While equipped: Stats +5 Con dps ---------- Melee+ 9 acid 17 nature On Hit (Melee): * 9 arcane resource burn On Melee Ret: * 6 arcane resource burn ----- def ----- Armour +8 Fatigue +8% Resists +22% acid +6% fire +5% cold +13% nature +8% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
74 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. |
6 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. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
9 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Daguziladil the Arcmortal1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +4 Con dps ---------- Dmg.mod +24% lightning +12% temporal ----- def ----- Mind.save +11 (+3 eff.) ---------- misc Light +7 See.Stealth +15 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 T1 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
piercing alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: dps ---------- Res.pen +7% all Apr +7 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's dwarven lantern of the zealot1.0 T5 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +10 (+5 eff.) Blind- +50% Confus- +22% ---------- misc Light +10 See.Stealth +12 See.Invis +12 Track: Puts all charms on 40 cooldown Level 7.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
3 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 361.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
acidic pouch of iron shots of accuracy (23/23, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 23 On Crit: * Splash the target with acid dealing 113 damage over 5 turns and reducing armor and accuracy by 15 Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of accuracy (22/22, 40-48 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +11 Apr +3 Crit +12.0% Capacity 22 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (21/21, 52-62 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 21 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of amnesia (21/21, 57-68 power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 57.0 - 68.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of erosion (15/19, 52-63 power, 5 apr)3.0 T4 shot ammo [Ego+] Nature/Master Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 19 Ranged+ +11 nature On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (11/20, 64-77 power, 6 apr)3.0 T5 shot ammo [Ego++] Nature/Master Power 64.0 - 76.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 196 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots (12/12, 20-24 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of crippling (12/12, 28-33 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 27.5 - 33.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 12 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 58% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+10 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
9 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. |
Barikath the Sparkoozer [power 374] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +15% blight +10% lightning Melee Ret 4 lightning ----- def ----- Resists +12% lightning +5% arcane +20% blight Create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
4 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. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By i run away the Thalore Skirmisher level 30
35th Dusk 123rd year of Ascendancy at 04:10 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By i run away the Thalore Skirmisher level 41
6th Mirth 124th year of Ascendancy at 11:56 see stats
Against all odds
Killed Ukruk in the ambush.By i run away the Thalore Skirmisher level 30
33rd Dusk 123rd year of Ascendancy at 11:26 see stats
Arachnophobia
Destroyed the spydric menace.By i run away the Thalore Skirmisher level 35
19th Haze 123rd year of Ascendancy at 23:31 see stats
Brave new world
Went to the Far East and took part in the war.By i run away the Thalore Skirmisher level 33
14th Haze 123rd year of Ascendancy at 11:26 see stats
Bringer of Doom
Killed a Bringer of Doom.By i run away the Thalore Skirmisher level 22
10th Allure 123rd year of Ascendancy at 21:36 see stats
Destroyer's bane
Killed Golbug the Destroyer.By i run away the Thalore Skirmisher level 32
1st Time of Equilibrium 123rd year of Ascendancy at 01:25 see stats
Dragon's Greed
Amassed 8000 gold pieces.By i run away the Thalore Skirmisher level 42
7th Mirth 124th year of Ascendancy at 07:40 see stats
Exterminator
Killed 1000 creatures.By i run away the Thalore Skirmisher level 18
7th Decay 122nd year of Ascendancy at 04:11 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By i run away the Thalore Skirmisher level 28
15th Dusk 123rd year of Ascendancy at 13:49 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By i run away the Thalore Skirmisher level 22
2nd Regrowth 123rd year of Ascendancy at 07:56 see stats
Level 10
Got a character to level 10.By i run away the Thalore Skirmisher level 10
4th Flare 122nd year of Ascendancy at 06:18 see stats
Level 20
Got a character to level 20.By i run away the Thalore Skirmisher level 20
8th Decay 122nd year of Ascendancy at 18:30 see stats
Level 30
Got a character to level 30.By i run away the Thalore Skirmisher level 30
32nd Dusk 123rd year of Ascendancy at 15:35 see stats
Level 40
Got a character to level 40.By i run away the Thalore Skirmisher level 40
75th Pyre 124th year of Ascendancy at 07:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By i run away the Thalore Skirmisher level 21
2nd Wintertide 123rd year of Ascendancy at 08:54 see stats
Size is everything
Did over 1500 damage in one attack.By i run away the Thalore Skirmisher level 26
3rd Dusk 123rd year of Ascendancy at 06:37 see stats
Size matters
Did over 600 damage in one attack.By i run away the Thalore Skirmisher level 22
28th Regrowth 123rd year of Ascendancy at 21:42 see stats
Sliders
Activated a portal using the Orb of Many Ways.By i run away the Thalore Skirmisher level 33
1st Time of Equilibrium 123rd year of Ascendancy at 03:27 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By i run away the Thalore Skirmisher level 23
40th Pyre 123rd year of Ascendancy at 17:31 see stats
The secret city
Discovered the truth about mages.By i run away the Thalore Skirmisher level 23
15th Pyre 123rd year of Ascendancy at 06:18 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By i run away the Thalore Skirmisher level 36
60th Regrowth 124th year of Ascendancy at 06:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By i run away the Thalore Skirmisher level 28
27th Dusk 123rd year of Ascendancy at 08:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By i run away the Thalore Skirmisher level 18
7th Decay 122nd year of Ascendancy at 13:46 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By i run away the Thalore Skirmisher level 29
32nd Dusk 123rd year of Ascendancy at 15:35 see stats
Log
You gain 5.59 gold from the transmogrification of elven-silk cloak of the hunter (3 def, 0 armour).
You gain 11.98 gold from the transmogrification of ravager's drakeskin leather belt of containment.
You gain 1.94 gold from the transmogrification of insulating drakeskin leather belt of carrying.
You gain 12.88 gold from the transmogrification of enhanced voratun waraxe of erosion (40-56 power, 6 apr).
You gain 10.05 gold from the transmogrification of mage-hunter's stralite steamgun of true flight.
You gain 13.95 gold from the transmogrification of enhanced voratun steamgun.
You gain 11.32 gold from the transmogrification of magelord's dragonbone starstaff of protection (30-36 power, 6 apr, physical element).
You gain 13.29 gold from the transmogrification of infernal dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element).
You gain 5.71 gold from the transmogrification of elven-wood vilestaff of greater warding (25-30 power, 5 apr, blight element).
You gain 25.00 gold from the transmogrification of Bogwrither the dragonbone vilestaff (30-36 power, 6 apr, fire element).
You gain 16.52 gold from the transmogrification of enhanced drakeskin leather sling of enduring.
You gain 4.95 gold from the transmogrification of drakeskin leather sling of true flight.
You gain 5.60 gold from the transmogrification of living mindstar of sand (15-16 power, 40 apr, nature damage).
You gain 8.69 gold from the transmogrification of elemental voratun mace of ruin (44-62 power, 6 apr).
You gain 11.65 gold from the transmogrification of warbringer's voratun longsword of rage (44-61 power, 6 apr).
You gain 9.46 gold from the transmogrification of warbringer's voratun longsword of paradox (41-57 power, 6 apr).
You gain 10.87 gold from the transmogrification of plaguebringer's voratun longsword of ruin (42-59 power, 6 apr).
You gain 20.60 gold from the transmogrification of Mayatta the voratun longsword (44-62 power, 6 apr).
You gain 15.00 gold from the transmogrification of Blade of Distorted Time (40-56 power, 40 apr).
You gain 8.55 gold from the transmogrification of caustic voratun greatsword (63-101 power, 4 apr).
You gain 8.39 gold from the transmogrification of balanced stralite greatsword of daylight (46-74 power, 3 apr).
You gain 7.40 gold from the transmogrification of quick voratun greatmaul of shearing (67-100 power, 4 apr).
You gain 25.00 gold from the transmogrification of Glimmerwrither (66-99 power, 3 apr).
You gain 4.00 gold from the transmogrification of quick voratun dagger of massacre (48-62 power, 9 apr).
You gain 5.65 gold from the transmogrification of manaburning voratun dagger of erosion (37-48 power, 9 apr).
You gain 20.00 gold from the transmogrification of Icy Kill (35-46 power, 10 apr).
You gain 24.54 gold from the transmogrification of voratun battleaxe 'Murkqueller' (55-82 power, 4 apr).
You gain 13.19 gold from the transmogrification of enhanced steel battleaxe of shearing (18-28 power, 2 apr).
You gain 1.82 gold from the transmogrification of regeneration infusion of the wizard (heal 388; 15 cd).
There is a collapsing hidden vault here (press '' or right click to use).






















































































































































