


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 27 / 80% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 69 (base 49) |
| Constitution | 15 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 51 (base 27) |
| Cunning | 72 (base 43) |
Resources
| Life | 563/563 |
| Equilibrium | 30 |
| Steam | 112/112 |
| Healing Factor | 1.4560311219417 |
| Regeneration | 7.4985602779998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 28 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 61 |
| Crit Chance | 25% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +18% |
| Acid | +15% |
| Light | +8% |
| Nature | +40% |
Offense: Damage Penetration
| Nature | +25% |
| Physical | +25% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47 (80%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 3 |
| Physical Save | 24 |
| Spell Save | 40 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 41%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 51%( 70%) |
| All | + 26%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 35%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 60% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 69%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Mecharachnid | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Incendiary Grenade |
| talent | Rocket Pod |
| talent | Antimagic Shield |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (314/314). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 27% and triggers a radius 5 conal explosion dealing 35% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+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. | active |
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 fire 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 106. | 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. You have been shown a secret entrance to his stronghold. * 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | invigorating pair of hardened leather boots of disengagement (0 def, 4 armour) 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -7% Max.HP +41.00 ---------- misc Stam/turn +0.40 Talents +2 Rocket Boots Disengage: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
| Quiver | pouch of steel shots 'Lisorama' (16/16, 26-31 power, 2 apr) 3.0 T2 shot ammo [Rare] Nature Power 26.0 - 31.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +6 nature +16 physical On Hit.r1 +20 physical While equipped: ---------- misc Reload +3 Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | survivor's alchemist's lamp of the zealot 1.0 T3 lite [Ego+] Nature/Disrupt While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +3% all Phys.save +8 (+4 eff.) Spell.save +5 (+2 eff.) Heal.mod +21% ---------- misc Light +6 See.Stealth +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed hardened leather hat of trickery (0 def, 4 armour) 2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +5 Dex +4 Cun dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +3% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 47.2 Physical damage. If the attack hits, the target is confused (42% effect) for 6 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 hat made of leather. Very stylish. |
| On hands | Spellhunt Remnants (7 def, 9 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +12 Cun +12 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +9 Defense +7 (+2 eff.) Spell.save +17 (+6 eff.) Max.HP +100.00 Disarm- +60% ---------- misc Light +1 Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 150.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Chargekin [power 51] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +6% lightning +3% fire +12% light +6% nature Max.HP +20.00 Heal.mod +5% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +27% ---------- misc Max.enc +25 Rings make your fingers look great! |
| On fingers | Islodann0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +2.0% Melee+ 7 physical Ranged+ 9 physical Res.pen +5% mind +20% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 31 On Hit (Ranged): * 11% chance to reduce all saves and defense by 31 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Max.psi +40.00 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 | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 330 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | overgrown dwarven-steel steamgun of dampening 4.0 T3 steamgun 1H weapon [Ego] Nature/Disrupt/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 3 On Hit: * applies a stacking poison dealing 27 damage per turn Uses 2.0 Steam While equipped: ----- def ----- Resists +9% acid +11% lightning +9% fire +9% cold +3% all Spell.save +8 (+3 eff.) HP.reg +0.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | exposing stralite shield of shrapnel (0 def, 9 armour, 50-60 power, 141 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master/Psionic When used to Attack: Power 50.0 - 60.0 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 150 physical damage over 5 turns (1/turn) On Hit (Melee): * 8% chance to reduce all saves and defense by 31 On Melee Ret: * 17% chance to reduce all saves and defense by 31 ----- def ----- Armour +9 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Glorumivena (2 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Dmg.mod +3% mind Res.pen +5% physical ----- def ----- Defense +2 (+1 eff.) Resists +2% physical +5% nature +5% cold Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 17 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 +17 Hardiness +50% Defense +10 (+3 eff.) Fatigue +4% Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 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. |
Inventory
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +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... |
stabilizing copper amulet of constitution (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
Kindlehash0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +11% fire ----- def ----- Resists +25% fire ---------- misc See.Invis +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 14.77 cold and 14.77 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. |
rogue's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +6 (+2 eff.) Resists +20% acid Rings make your fingers look great! |
savior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+4 eff.) Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +27% Rings make your fingers look great! |
Signal4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 4.5 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 6 turns. Enemies within the illuminated area lose 29 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerek (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +1 Con dps ---------- Dmg.mod +3% acid ----- def ----- Armour +4 Fatigue +2% Resists +3% acid ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots of evasion (2 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Defense +2 (+1 eff.) Fatigue +2% Phys.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinymira (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +1 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Resists +3% mind Spell.save +3 (+1 eff.) Heal.mod +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +3 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. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
65 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 239/400 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. |
potent pain suppressor salve [power 240] potent pain suppressor salve [power 240]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 60% cooldown modifier. Let you fight up to -240 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
potent water salve [power 21] potent water salve [power 21]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 60% cooldown modifier. Remove 1 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 60% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 347] powerful healing salve [power 347]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 60% cooldown modifier. Heal 347 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 60% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 213] simple healing salve [power 213]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 60% cooldown modifier. Heal 213 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
Scattermind (20/20, 17-20 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 79 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Isolaiel the Cornac Annihilator level 15
70th Dusk 122nd year of Ascendancy at 12:45 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Isolaiel the Cornac Annihilator level 16
4th Haze 122nd year of Ascendancy at 13:43 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Isolaiel the Cornac Annihilator level 13
3rd Flare 122nd year of Ascendancy at 06:37 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Isolaiel the Cornac Annihilator level 19
21st Haze 122nd year of Ascendancy at 03:46 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Isolaiel the Cornac Annihilator level 24
51st Haze 122nd year of Ascendancy at 04:26 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Isolaiel the Cornac Annihilator level 27
70th Haze 122nd year of Ascendancy at 14:50 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Isolaiel the Cornac Annihilator level 25
61st Haze 122nd year of Ascendancy at 20:22 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Isolaiel the Cornac Annihilator level 10
5th Mirth 122nd year of Ascendancy at 14:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Isolaiel the Cornac Annihilator level 20
21st Haze 122nd year of Ascendancy at 08:20 see stats
Look at me, I'm playing a roguelike! (Nightmare (Roguelike) difficulty)
Linked yourself in the in-game chat.By Isolaiel the Cornac Annihilator level 15
64th Dusk 122nd year of Ascendancy at 16:22 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Isolaiel the Cornac Annihilator level 27
70th Haze 122nd year of Ascendancy at 22:55 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Isolaiel the Cornac Annihilator level 26
68th Haze 122nd year of Ascendancy at 18:14 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Isolaiel the Cornac Annihilator level 27
70th Haze 122nd year of Ascendancy at 22:55 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Isolaiel the Cornac Annihilator level 27
70th Haze 122nd year of Ascendancy at 22:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Isolaiel the Cornac Annihilator level 6
78th Pyre 122nd year of Ascendancy at 00:45 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Isolaiel the Cornac Annihilator level 27
70th Haze 122nd year of Ascendancy at 22:55 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Isolaiel the Cornac Annihilator level 26
68th Haze 122nd year of Ascendancy at 17:20 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isolaiel the Cornac Annihilator level 17
6th Haze 122nd year of Ascendancy at 08:38 see stats
Log
You gain 15.25 gold from the transmogrification of quick yew totem of thorny skin [power 29] (15 cooldown).
You gain 25.00 gold from the transmogrification of steel torque of mindblast 'Cinderclash' [power 180] (15 cooldown).
You gain 9.60 gold from the transmogrification of The Jolt.
You gain 12.00 gold from the transmogrification of pouch of steel shots 'Freezeoblivion' (18/18, 28-33 power, 2 apr).
You gain 14.96 gold from the transmogrification of Heatwrecker (0 def, 9 armour, 12-14 power, 93 block).
You gain 3.23 gold from the transmogrification of bladed dwarven-steel helm of absorption (0 def, 4 armour).
You gain 9.01 gold from the transmogrification of Hareletar (0 def, 2 armour).
You gain 7.25 gold from the transmogrification of restorative pair of hardened leather boots of tirelessness (0 def, 3 armour).
You gain 3.94 gold from the transmogrification of miner's pair of hardened leather boots of tirelessness (0 def, 6 armour).
You gain 0.50 gold from the transmogrification of steel waraxe (12-17 power, 3 apr).
You gain 6.31 gold from the transmogrification of surging yew magestaff of channeling (20-24 power, 4 apr, lightning element).
You gain 25.00 gold from the transmogrification of Emelildawyn the ash starstaff (15-18 power, 3 apr, light element).
You gain 20.88 gold from the transmogrification of Relgyndur the vined mindstar (5-6 power, 18 apr, nature damage).
You gain 19.11 gold from the transmogrification of Glitterquell (5-6 power, 18 apr, mind damage).
You gain 2.16 gold from the transmogrification of hateful steel mace (14-20 power, 3 apr).
You gain 8.92 gold from the transmogrification of warbringer's dwarven-steel longsword of evisceration (20-28 power, 4 apr).
You gain 2.75 gold from the transmogrification of fungal ash longbow of lightning.
You gain 19.94 gold from the transmogrification of Ulfidudig the ash longbow.
You gain 0.57 gold from the transmogrification of teleportation rune (range 49; cd 18).
You gain 1.50 gold from the transmogrification of stormshield rune of the wizard (threshold 23; blocks 3; dur 4; cd 16).
You gain 1.36 gold from the transmogrification of shielding rune (absorb 121; dur 7; cd 17).
You gain 2.05 gold from the transmogrification of ethereal rune of the psychic (power 20; resist 25%; move 41%; dur 5; cd 18).
You gain 1.70 gold from the transmogrification of ethereal rune (power 14; resist 18%; move 46%; dur 5; cd 19).
You gain 1.52 gold from the transmogrification of regeneration infusion (heal 340; 15 cd).
You gain 5.14 gold from the transmogrification of heroism infusion of the titan (die at -327; dur 7; cd 34).
You gain 2.52 gold from the transmogrification of steam generator implant (steam 8).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.



































































































