Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Writhing One |
Level / Exp | 31 / 10% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 86 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 32 (base 15) |
Magic | 76 (base 60) |
Willpower | 23 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | 945/953 |
Insanity | 0/100 |
Healing Factor | 1.1724420161895 |
Regeneration | 7.3277626011843 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 165 |
Accuracy | 52 |
Crit Chance | 15% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +54% |
Light | +9% |
Temporal | +11% |
Blight | +21% |
Physical | +9% |
All | +3% |
Offense: Damage Penetration
Blight | +15% |
Darkness | +32% |
Temporal | +23% |
All | 0% |
Defense: Base
Armour (hardiness) | 54.5 (85%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 19 |
Physical Save | 42 |
Spell Save | 31 |
Mental Save | 39 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 65%( 70%) |
Physical | + 48%( 70%) |
Cold | + 43%( 70%) |
All | + 35%( 70%) |
Lightning | + 48%( 70%) |
Temporal | + 50%( 70%) |
Darkness | + 60%( 70%) |
Fire | + 52%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 40% |
Stun Resistance | 100% |
Disarm Resistance | 34% |
Poison Resistance | 10% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 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 56 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and stopped the shivgoroth invasion. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. * 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: 93. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of squid ink. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed electric eel tail. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | dreamer's pair of dwarven-steel boots of void walking (0 def, 4 armour) dreamer's pair of dwarven-steel boots of void walking (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +12% darkness +13% temporal ----- def ----- Armour +4 Fatigue +3% Resists +15% darkness +15% temporal Phys.save +7 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Def/telep +17 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Deepstitan' alchemist's lamp 'Deepstitan'1.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str +3 Con dps ---------- Mind.crit +7% Phys.pwr +20 (+4 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +6% darkness +6% physical Melee Ret 10 fire ----- def ----- Resists +9% blight +6% fire Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | dwarven-steel torque of psionic shield 'Glowvile' [power 79] (25 cooldown) dwarven-steel torque of psionic shield 'Glowvile' [power 79] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +6% light Phasing +30% Melee Ret 8 arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | treant's steel ring of pilfering treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Resists +5% nature +7% blight Poison- +10% Disease- +14% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around waist | Neira's Memory Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 290, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | Sileba the dwarven-steel mace (35-49 power, 4 apr) Sileba the dwarven-steel mace (35-49 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Master Power 35.0 - 49.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +17.00% Acc +8 (+3 eff.) Apr +8 Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Defense +8 (+3 eff.) Resists +12% acid Disarm- +34% Blunt and deadly. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 19.68 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | cashmere cloak 'Gorundil' (22 def, 0 armour) cashmere cloak 'Gorundil' (22 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness +15% blight Melee Ret 4 blight ----- def ----- Defense +22 (+7 eff.) Resists +16% darkness +12% cold Stealth +17 Blind- +10% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Rune of the Rift (242.00 temporal damage, removed from time 4 turns) Rune of the Rift (242.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 268.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mindweaver's steel amulet mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +11% Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
starlit copper amulet starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +21% Amulets make your neck look great! |
warrior's copper amulet of cunning (+4) warrior's copper amulet of cunning (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Vargh Redemption 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 10.80 cold and 11.43 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 steel ring of sensing rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Blind- +28% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
titan's copper ring of corrosion (+20%) titan's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Phys.save +4 (+1 eff.) Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Lorugas the Radiancetrial (26-36 power, 4 apr) Lorugas the Radiancetrial (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 26.0 - 36.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% light Acc +9 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +18% lightning +3% light Disarm- +30% ---------- misc Light +3 Blunt and deadly. |
Ulfidin (17-24 power, 2 apr) Ulfidin (17-24 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 17.0 - 23.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +6% acid +6% cold Blunt and deadly. |
Bethynne the hardened leather belt Bethynne the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +5% Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Melee Ret 8 mind ----- def ----- Resists +9% mind A belt that goes around your waist. |
grounding hardened leather belt of resilience grounding hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal Max.HP +38.00 A belt that goes around your waist. |
rough leather belt of burglary rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
rough leather belt of life rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Dourwire (2 def, 9 armour) Dourwire (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +5% cold ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +21% cold +6% light +12% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormspitter the linen cloak (1 def, 0 armour) Stormspitter the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Res.pen +10% lightning Acc +5 (+2 eff.) Melee Ret 2 physical ----- def ----- Defense +1 (+0 eff.) Phys.save +9 (+3 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of fog (12 def, 0 armour) enveloping linen cloak of fog (12 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +12 (+4 eff.) Resists +13% light +11% fire Phys.save +6 (+2 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Lisuta the pair of dwarven-steel boots (30 def, 4 armour) Lisuta the pair of dwarven-steel boots (30 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Apr +2 ----- def ----- Armour +4 Defense +30 (+10 eff.) Fatigue +3% Phys.save +18 (+6 eff.) Mind.save +9 (+3 eff.) HP.reg +4.00 Heal.mod +10% ---------- misc Stam/turn +0.70 Max.stam +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of speed (0 def, 3 armour) undeterred pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +21% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +22% 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. |
Gita (1 def, 0 armour) Gita (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +3% mind Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +20% A pointy cloth hat, very wizardly... |
Olylathad the Oozewedge (2 def, 0 armour) Olylathad the Oozewedge (2 def, 0 armour)2.0 T3 head armor [Random Unique] Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Mind.crit +2% Mind.pwr +9 (+5 eff.) Dmg.mod +8% physical +5% darkness +3% fire On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +2 (+1 eff.) Resists +8% physical +5% darkness +3% nature Mind.save +8 (+3 eff.) ---------- misc Max.hate +7.00 A pointy cloth hat, very wizardly... |
defender's dwarven-steel helm of might (5 def, 10 armour) defender's dwarven-steel helm of might (5 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+0 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +9 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of darkness (+16%) (1 def, 0 armour) linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
136 alchemist agate 136 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
16 aquamarine 16 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
17 topaz 17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 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. |
5 emerald 5 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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gloomstinger the alchemist's lamp Gloomstinger the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Melee Ret 10 darkness 4 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Resists +6% darkness ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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 242/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
Halitir the Pitchwilder [power 47] (25 cooldown) Halitir the Pitchwilder [power 47] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +3% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 15% ---------- misc Mana/s.crit +2.00 Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 31% for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown) elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 192 Base Damage: 99 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 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. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 29
71st Regrowth 123rd year of Ascendancy at 11:01 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 27
34th Regrowth 123rd year of Ascendancy at 20:47 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 15
18th Haze 122nd year of Ascendancy at 12:04 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 19
44th Haze 122nd year of Ascendancy at 03:06 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 19
44th Haze 122nd year of Ascendancy at 03:06 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 26
26th Regrowth 123rd year of Ascendancy at 19:24 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 28
58th Regrowth 123rd year of Ascendancy at 22:07 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 16:28 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 20
45th Haze 122nd year of Ascendancy at 08:59 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 30
7th Pyre 123rd year of Ascendancy at 17:54 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 30
26th Dusk 123rd year of Ascendancy at 04:37 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 22
65th Haze 122nd year of Ascendancy at 09:56 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 28
58th Regrowth 123rd year of Ascendancy at 18:28 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 13
42nd Dusk 122nd year of Ascendancy at 07:17 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 9
1st Mirth 122nd year of Ascendancy at 01:07 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 22
77th Haze 122nd year of Ascendancy at 18:01 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 15
29th Haze 122nd year of Ascendancy at 05:37 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 22
77th Haze 122nd year of Ascendancy at 04:59 see stats
By FORGODSSAKEIJUSTWANTDREMS the Thalore Writhing One level 22
65th Haze 122nd year of Ascendancy at 09:38 see stats
Log
FORGODSSAKEIJUSTWANTDREMS uses Track.
You are yanked out of this place!
Ran for 6 turns (stop reason: dialog is displayed).
You give reinforced leather armour 'Iceblood' (12 def, 20 armour) to worm that walks (servant of FORGODSSAKEIJUSTWANTDREMS).
You gain 1.01 gold from the transmogrification of piercing stralite torque of mindblast [power 310] (15 cooldown).
You gain 1.01 gold from the transmogrification of overpowered stralite torque of clear mind [power 4] (33 cooldown).
You gain 0.26 gold from the transmogrification of scouring stralite shield of lightning resistance (+13%) (0 def, 8 armour, 139.5 block).
You gain 0.13 gold from the transmogrification of impenetrable stralite plate armour of clarity (0 def, 21 armour).
You gain 0.13 gold from the transmogrification of grounding dwarven-steel helm of knowledge (0 def, 4 armour).
You gain 0.30 gold from the transmogrification of drakeskin leather gloves of the nighthunter (0 def, 3 armour).
You gain 0.48 gold from the transmogrification of brawler's drakeskin leather gloves of archery (0 def, 3 armour).
You gain 0.01 gold from the transmogrification of pair of dwarven-steel boots (0 def, 4 armour).
You gain 0.52 gold from the transmogrification of verdant silk robe of life (0 def, 0 armour).
You gain 0.17 gold from the transmogrification of wyrmwaxed cashmere cloak (2 def, 0 armour).
You gain 0.10 gold from the transmogrification of enveloping cashmere cloak of Iron Throne (10 def, 0 armour).
You gain 0.87 gold from the transmogrification of Kekhad the pulsing mindstar (13-14 power, 32 apr, nature damage).
You gain 0.77 gold from the transmogrification of Arcpiety (13-14 power, 32 apr, mind damage).
You gain 1.03 gold from the transmogrification of Lightningtouch (76-122 power, 4 apr).
You gain 0.35 gold from the transmogrification of inquisitor's stralite battleaxe of shearing (44-65 power, 3 apr).
You gain 0.40 gold from the transmogrification of hateful stralite battleaxe of rage (44-66 power, 3 apr).
You gain 0.20 gold from the transmogrification of stralite amulet of the eclipse.
You gain 1.25 gold from the transmogrification of Spellblaze Echoes.
You gain 0.10 gold from the transmogrification of blink rune (range 6; phase 22; cd 11).
There is a Way into a strange lush forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
FORGODSSAKEIJUSTWANTDREMS deactivates Chaos Orbs.
FORGODSSAKEIJUSTWANTDREMS activates Chaos Orbs.