Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. 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:
Rise of the Ooze 1.7.4Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers). Full Details: Reward from Storming the City with the Oozing Cradle: Playable Shertul Race 1.7.4Playable shertul race forked. Original content by Isaacssv552. Future updates intended but heavily limited by my own skill. Sher'tul are powerful magically inclined creatures that cannot use certain items like gloves due to them having tentacles, their incredible potential makes up for this. Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Gloom Blade undead race 1.7.4Adds a new undead race: Weight: 134953 CreditsWip- And all the other wonderful people on the Tome4 Discord! As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set . Sounds: Changelog1.0.0 - Release 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.
Recaiden's Undead Racepack FUN 1.7.0Minor fix for the racial evolution of Dread. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Abomination Race - Bamboo Edition 1.4.9Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Discordant class (and friends) -updated 7v- 1.6.7----------- Original from Vectorinox DescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Prepare Stealthily 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees so that they do not break stealth. Affected talents are:
Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Items Vault 1.7.6Donators/Buyers bonus! Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Sholtar - Cider's fork 1.5.5Adds the Sholtar as a playable Human subrace. Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. Sholtar are not quite as powerful as other humans, recieving -3 points to all stats and a life rating of 8. They are exceptionally thorough in their studying and gain an extra generic and class talent point every 6 levels. This thoroughness, unfortunately, also leads to a 50% experience penalty. Original by nsrr and keevan, forked and nerfed into oblivion by mannendake, with adjustments for insane since monsters sometimes have dozens of levels in a talent. Forked and unnerfed a bit by Ciderdown so it could be used in lower difficulties where the exp penalty hurts so much more. In exchange for a lower exp penalty, a confusion resist penalty has been added. Forked for my personal use. Credit for the work on this addon and modifications to it goes to those before me. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabited, or perhaps because of it, they were a people of great ingenuity and adaptability. Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Taints 1.7.2Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. 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 Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Sher'Tul |
Class | Discordant |
Level / Exp | 38 / 97% |
Size | medium |
Lifes / Deaths | Killed by Cyryvea the carrion worm mass at level 11 on the 15th Dusk 122nd year of Ascendancy at 14:21 2 / 5Killed by Emolramira the squid at level 16 on the 57th Dusk 122nd year of Ascendancy at 08:07 Killed by Emelulle the squid at level 16 on the 57th Dusk 122nd year of Ascendancy at 09:24 Killed by Emolramira the squid at level 16 on the 57th Dusk 122nd year of Ascendancy at 11:11 Killed by Emolramira the squid at level 19 on the 2nd Haze 122nd year of Ascendancy at 16:41 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 75 (base 60) |
Magic | 33 (base 10) |
Willpower | 124 (base 60) |
Cunning | 82 (base 36) |
Resources
Life | 1651/1651 |
Psi | 648/648 |
Healing Factor | 1.7601688447316 |
Regeneration | 175.62556758361 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104.35586525625% |
Vision
Sight | 12 |
Lite | 8.1032241298366 |
Infravision | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 54 |
Accuracy | 56 |
Crit Chance | 60% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 46 |
Accuracy | 56 |
Crit Chance | 60% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 103 |
Crit Chance | 93% |
Speed | 1 |
Offense: Damage Bonus
Physical | +26% |
Acid | +11% |
Light | +24% |
Nature | +6% |
Darkness | +45% |
Arcane | +10% |
Mind | +41% |
All | 0% |
Offense: Damage Penetration
Darkness | +66% |
Physical | +31% |
Blight | +25% |
Arcane | +14% |
Mind | +91% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 37 (41%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 13 |
Physical Save | 100.91 |
Spell Save | 100.91 |
Mental Save | 103 |
Defense: Resistances
Acid | + 31%(100%) |
Blight | + 28%(100%) |
Physical | + 30%(100%) |
Mind | + 56%(100%) |
All | + 18%(100%) |
Darkness | + 29%(100%) |
Lightning | + 40%(100%) |
Fire | + 23%(100%) |
Nature | + 2%(100%) |
Defense: Immunities
Stun Resistance | 31% |
Confusion Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 0% |
Blind Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -750 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 750 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 159 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 Constitution stat. |
Taints | Effective talent level: 2.5 Taint: InversionUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Wrap twisted threads of time around you for 6 turns. You gain 31% damage affinity all and 31% of all damage you do is converted into healing. Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Discord | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Schism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Stress | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
Psionic / False Form | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Gestures | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Sher'tul | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Notion Rain | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Dean of Discord |
talent | Mindstorm |
talent | Gesture of Pain |
talent | Eldritch Form |
talent | Gloom |
talent | Chant of Fortitude |
talent | Overwhelming Pressure |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+29% global speed). Clarity |
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 |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1415. | 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. | active |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed length of troll intestine. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. * You've found the needed vial of wight ectoplasm. | active |
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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * 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. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +20 (+4 eff.) Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +3% Mind.save +9 (+1 eff.) ---------- misc Equi/ret +0.20 Max.psi +10.00 Disengage: Puts all charms on 15 cooldown Level 4.5 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 154% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Dmg.mod +24% light Res.pen +20% darkness ----- def ----- Defense +31 (+11 eff.) Resists +18% lightning Die.at -82.75 life ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Wil +9 Cun +4 Con dps ---------- Acc +8 (+8 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +20 (+7 eff.) Fatigue +5% Resists +12% blight +3% physical Phys.save +18 (+0 eff.) Mind.save +26 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 3.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +10 Con dps ---------- Phys.crit +18.0% Spell.crit +19% Mind.crit +13% Crit.mult +9.00% ----- def ----- Armour +16 Hardiness +11% Fatigue +5% Resists +12% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+0 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 | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+1 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness ----- def ----- Armour +8 Resists +3% darkness +6% fire Crit.chn- 15.00% Die.at -40.00 life HP.reg +4.00 Heal.mod +15% Stun/Frz- +31% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +25% blight Melee Ret 4 blight 8 cold ----- def ----- Resists +14% mind Phys.save +10 (+0 eff.) Spell.save +15 (+0 eff.) Mind.save +15 (+2 eff.) Blind- +24% Confus- +31% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 2.5 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 95 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +6 Wil +7 Cun dps ---------- Phys.crit +7.0% Mind.crit +18% Res.pen +20% mind On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +9% lightning A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +20 mind +8 darkness On Hit.r1 +20 darkness On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 40% While equipped: Stats +7 Cun dps ---------- Mind.crit +4% Crit.mult +21.00% Mind.pwr +8 (+2 eff.) Dmg.mod +12% darkness Res.pen +20% mind ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +25.00% Spell.pwr +6 (+2 eff.) Dmg.mod +10% arcane Res.pen +14% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% acid +6% nature Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Resists +16% acid +11% darkness +12% mind +11% all Phys.save +11 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +43 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -862 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 862 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 825 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 taint scroll [Rare] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the taint on a foe, removing up to 2 physical or magical effects, or any sustained talents from it and healing you for 12 per effect. Also removes a random effect or sustain from yourself (and heals). Scales with Taintmarks (which will increase when you inscribe a Taint) and your level. Inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Mag +2 Cun +2 Con dps ---------- Res.pen +25% lightning ----- def ----- Resists +6% lightning Crit.chn- 15.00% ---------- misc See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 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. |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +8 (+2 eff.) Phys.spd +10% Melee+ 11 light 7 darkness Dmg.mod +9% lightning +7% physical +16% light +8% darkness Melee Ret 2 light On Melee Ret: * 8% chance to blind * 5% chance to reduce damage dealt by 40% ----- def ----- Resists +3% light Mind.save +10 (+1 eff.) Confus- +13% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Mind.crit +5% Dmg.mod +12% cold Melee Ret 2 cold ----- def ----- Max.HP +23.00 Disarm- +23% Pinning- +23% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 2 lightning 6 cold ----- def ----- Resists +3% lightning Mind.save +5 (+0 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Wil dps ---------- Dmg.mod +11% fire On Hit (Melee): * 10% chance to slow global speed by 81% ----- def ----- Resists +6% light +22% fire Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% arcane Acc +8 (+8 eff.) ----- def ----- Resists +6% lightning +13% arcane +15% darkness Max.HP +23.00 Disarm- +29% Pinning- +32% Knockbk- +35% 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? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Dmg.mod +12% light Res.pen +10% light Melee Ret 4 physical ----- def ----- Defense +10 (+4 eff.) Die.at -80.00 life HP.reg +6.00 Stun/Frz- +35% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% nature Res.pen +5% nature +10% light Melee Ret 2 light On Hit (Melee): * 10% chance to slow global speed by 81% ----- def ----- Resists +26% acid +26% cold +25% fire +20% nature +24% lightning Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +3% S.pwr/crit +8 Dmg.mod +9% arcane Melee Ret 10 arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 50 ----- def ----- Spell.save +6 (+0 eff.) Blind- +44% ---------- misc Infravis +6 See.Stealth +21 See.Invis +19 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +17 (+0 eff.) HP.reg +5.00 Stun/Frz- +24% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +30% On Hit.r1 +8 darkness On Crit.r2 +16 physical While equipped: Stats +6 Dex dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +14% mind +14% darkness Res.pen +9% mind +34% darkness Apr +2 ---------- misc Max.hate +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Darkness Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 3.5 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 73.99 darkness damage each turn for 7 turns, and has a 44% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 100% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +21 (+4 eff.) ----- def ----- Resists +6% blight +6% light +9% darkness Max.HP +20.00 HP.reg +4.00 Disease- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee+ 10 cold Dmg.mod +12% cold Res.pen +9% cold ----- def ----- Armour +7 Resists +17% lightning +22% cold +13% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Dreamforge Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+9 eff.) ----- def ----- Armour +5 Resists +15% fire +5% physical +5% mind +5% all ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 82.97 mind damage, 58.85 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 7.59 mind and 5.38 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +43.00 HP.reg +2.30 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +13% blight +13% all Max.HP +40.00 HP.reg +1.60 Heal.mod +13% Poison- +32% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Phys.pwr +4 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 81% ----- def ----- Armour +4 Spell.save +11 (+0 eff.) Die.at -80.00 life Blind- +20% Disease- +20% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +20.00% On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Max.HP +34.00 ---------- misc Psi/ret +0.12 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +6% Res.pen +10% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Max.HP +42.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +4.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+0 eff.) Mind.save +11 (+1 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Res.pen +10% blight Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +6 Resists +8% lightning +6% temporal +9% acid Phys.save +7 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +8 (+1 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +8 Resists +7% acid +7% fire +10% lightning +5% cold Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Con dps ---------- Melee+ 11 light 7 nature Dmg.mod +6% fire +4% light +5% nature Res.pen +5% fire ----- def ----- Armour +2 Resists +9% fire +8% light +7% nature Phys.save +11 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +5 (+0 eff.) Disarm- +20% ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +6 Wil +3 Con dps ---------- Melee+ 3 acid 5 fire 5 cold 3 lightning ----- def ----- Armour +2 Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling 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. |
![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +6% darkness Res.pen +26% darkness ----- def ----- Armour +3 Resists +6% acid +6% fire +6% temporal Die.at -82.75 life Max.HP +103.44 Stun/Frz- +21% Knockbk- +20% 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. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +15 Con ----- def ----- Armour +18 Hardiness +13% Fatigue +5% Resists +9% physical Phys.save +18 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +8 (+1 eff.) Disarm- +39% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% mind ----- def ----- Defense +1 (+1 eff.) Resists +10% mind ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 341.20 mind damage and cripples the target's higher mental functions, reducing cunning by 29 and confusing (41% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+9 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+9 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +9% fire Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 50 ----- def ----- Resists +3% nature Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +11 Wil dps ---------- Res.pen +25% arcane +20% mind ----- def ----- Mind.save +12 (+2 eff.) ---------- misc Hate/m.crit +3.00 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. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +5.00% Res.pen +15% arcane Melee Ret 4 blight ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +8 Dex +5 Con dps ---------- Mind.crit +3% Crit.mult +20.00% ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +3 See.Invis +9 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 466 physical damage Puts all charms on 15 cooldown 100% to heal for 68. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Cun +3 Con dps ---------- Acc +15 (+12 eff.) ----- def ----- Resists +2% physical Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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? |
Achievements
By The Broken One the Sher'Tul Discordant level 28
8th Decay 122nd year of Ascendancy at 22:33 see stats
By The Broken One the Sher'Tul Discordant level 26
2nd Decay 122nd year of Ascendancy at 00:43 see stats
By The Broken One the Sher'Tul Discordant level 35
15th Regrowth 123rd year of Ascendancy at 00:43 see stats
By The Broken One the Sher'Tul Discordant level 31
3rd Allure 123rd year of Ascendancy at 15:39 see stats
By The Broken One the Sher'Tul Discordant level 30
1st Allure 123rd year of Ascendancy at 02:24 see stats
By The Broken One the Sher'Tul Discordant level 28
5th Decay 122nd year of Ascendancy at 15:14 see stats
By The Broken One the Sher'Tul Discordant level 20
71st Haze 122nd year of Ascendancy at 11:07 see stats
By The Broken One the Sher'Tul Discordant level 17
67th Dusk 122nd year of Ascendancy at 07:26 see stats
By The Broken One the Sher'Tul Discordant level 27
4th Decay 122nd year of Ascendancy at 08:02 see stats
By The Broken One the Sher'Tul Discordant level 24
80th Haze 122nd year of Ascendancy at 03:02 see stats
By The Broken One the Sher'Tul Discordant level 19
2nd Haze 122nd year of Ascendancy at 22:22 see stats
By The Broken One the Sher'Tul Discordant level 37
15th Regrowth 123rd year of Ascendancy at 01:22 see stats
By The Broken One the Sher'Tul Discordant level 10
11st Dusk 122nd year of Ascendancy at 13:07 see stats
By The Broken One the Sher'Tul Discordant level 20
70th Haze 122nd year of Ascendancy at 13:45 see stats
By The Broken One the Sher'Tul Discordant level 30
2nd Wintertide 123rd year of Ascendancy at 20:35 see stats
By The Broken One the Sher'Tul Discordant level 34
11st Regrowth 123rd year of Ascendancy at 19:19 see stats
By The Broken One the Sher'Tul Discordant level 27
4th Decay 122nd year of Ascendancy at 16:57 see stats
By The Broken One the Sher'Tul Discordant level 30
1st Allure 123rd year of Ascendancy at 03:49 see stats
By The Broken One the Sher'Tul Discordant level 8
9th Dusk 122nd year of Ascendancy at 12:12 see stats
By The Broken One the Sher'Tul Discordant level 18
68th Dusk 122nd year of Ascendancy at 14:33 see stats
By The Broken One the Sher'Tul Discordant level 12
16th Dusk 122nd year of Ascendancy at 05:08 see stats
By The Broken One the Sher'Tul Discordant level 25
1st Decay 122nd year of Ascendancy at 21:06 see stats
Log
You gain 5.67 gold from the transmogrification of hateful voratun mace of corruption (155% power, 6 apr).
You gain 4.66 gold from the transmogrification of acidic stralite mace of crippling (140% power, 5 apr).
You gain 12.99 gold from the transmogrification of stormbringer's stralite longsword of rage (145% power, 5 apr).
You gain 3.25 gold from the transmogrification of arcing stralite longsword of phasing (140% power, 16 apr).
You gain 5.94 gold from the transmogrification of flaming orichalcum trident of crippling (166% power, 16 apr).
You gain 18.45 gold from the transmogrification of stormbringer's voratun greatsword of enduring (171% power, 4 apr).
You gain 9.77 gold from the transmogrification of quick voratun greatsword of evisceration (175% power, 4 apr).
You gain 7.37 gold from the transmogrification of quick voratun greatsword of crippling (172% power, 4 apr).
You gain 10.15 gold from the transmogrification of caustic voratun greatsword (172% power, 4 apr).
You gain 25.00 gold from the transmogrification of Elenaromitar the voratun greatsword (195% power, 4 apr).
You gain 14.00 gold from the transmogrification of Champion's Will (179% power, 22 apr).
You gain 25.00 gold from the transmogrification of Blizzardmoon (173% power, 4 apr).
You gain 25.00 gold from the transmogrification of Baretar the Duatheldeath (179% power, 4 apr).
You gain 25.00 gold from the transmogrification of Shockwither the stralite greatmaul (165% power, 3 apr).
You gain 4.10 gold from the transmogrification of quick voratun battleaxe (169% power, 4 apr).
You gain 13.30 gold from the transmogrification of stormbringer's stralite battleaxe of corruption (153% power, 3 apr).
You gain 25.00 gold from the transmogrification of Nerinne the stralite battleaxe (174% power, 3 apr).
You gain 14.30 gold from the transmogrification of magewarrior's short dragonbone starstaff of wizardry (136% power, 6 apr, light element).
You gain 14.55 gold from the transmogrification of magewarrior's short dragonbone starstaff of channeling (136% power, 6 apr, darkness element).
You gain 9.39 gold from the transmogrification of infernal dragonbone starstaff (136% power, 6 apr, darkness element).
You gain 12.09 gold from the transmogrification of blighted dragonbone starstaff of wizardry (136% power, 6 apr, light element).
You gain 25.00 gold from the transmogrification of Blizzardbutcher (136% power, 6 apr, fire element).
You gain 6.53 gold from the transmogrification of blighted elven-wood vilestaff (129% power, 5 apr, acid element).
You gain 6.51 gold from the transmogrification of savage's voratun ring of pilfering.
You gain 13.33 gold from the transmogrification of solipsist's stralite ring of life.
You gain 0.71 gold from the transmogrification of shatter afflictions rune (absorb 72; cd 20).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; mental, physical; dur 2; cd 10).
You gain 0.80 gold from the transmogrification of healing infusion (heal 101; cd 13).
There is a collapsing hidden vault here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.