Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Slightly More Masterful of Disasters 1.7.0Modifies the Master of Disasters prodigy from the Embers of Rage DLC (required) to increase accuracy by the same (unscaled) amount as it increases physical/spell/mind/steam power. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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). -- Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. Tinker Gem Flexibility 1.7.0Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) 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 Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Staff Infusion 1.7.4Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents There are also 3 race evolution prodigies, with more to come if I have any good ideas. Suggestions welcome. Mage Knight Unofficial 1.7.6UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :') If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned. Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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.
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Acid Trees for Archmage 1.7.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Race: Formorians 1.7.6Adds the Formorians as a playable race, an elusive ant-people who live in colonies under the isle of Rel. The Formorians are an adapted version of the Formicids from DCSS. Formorians are physically strong despite their small size, and can use their strength and multiple limbs to wield a two-handed weapon in one hand-pair, much like Ogres. However, they're not nearly as sturdy as they are strong, being almost as frail as Yeeks. They make up for this by sensing their foes from afar with their antennae and being able to dig an escape tunnel in an emergency. Still a work in progress--tweaks to the talents, balance changes, and more skins are likely coming! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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. Necro Escort 1.7.2Adds a necromancer escort. Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Savage Evolution for Cursed 1.7.6Forgo arms to ravage your foes with fist and claw. Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. 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. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
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:
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Demons |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Bear |
| Class | Cursed (Savage) |
| Level / Exp | 28 / 53% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 77 (base 60) |
| Dexterity | 19 (base 12) |
| Constitution | 27 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 59 (base 54) |
| Cunning | 14 (base 10) |
Resources
| Life | 1162/1162 |
| Hate | 67/100 |
| Equilibrium | 30 |
| Healing Factor | 0.97570898792983 |
| Regeneration | 0.24392724698246 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +106.03684343659% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 140 |
| Accuracy | 44 |
| Crit Chance | 11% |
| APR | 0 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.281638682016 (38.594633868923%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 43 |
| Mental Save | 43 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 22%( 70%) |
| Cold | + 21%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Confusion Resistance | 67% |
| Fear Resistance | 35% |
| Knockback Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Bear | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Repel |
| talent | Savage Hunter |
| talent | Stalk |
| talent | Gloom |
| talent | Surge |
| talent | Cleave |
| talent | Antimagic Shield |
| beneficial effect | Hunting: Marked Prey- Allied Kingdoms halfling patrol - Allied Kingdoms halfling patrol - Allied Kingdoms human patrol 15% Received damage reduction against: - Allied kingdoms |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the eastern shore. | active |
Equipment
| Tool | steel torque of psionic shield [power 49] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| Around neck | clarifying gold amulet of mastery (0.18 Cunning / Survival)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +19% mind Confus Resist +22% other ------- Masteries +0.18 Cunning/Survival Amulets make your neck look great! |
| Light source | watchleader's alchemist's lamp of corrosion1.0 Encumbrance T3 lite [Ego++] Master While equipped: defense ------ Blind Resist +20% Confus Resist +10% other ------- Light +7 See Stealth +5 See Invisibility +6 Unleash a corrosive blast of acid, inflicting 39.20 Acid damage in radius 3 (based on Cunning). Creatures in the area may take 24.5 addional acid damage and have their armor reduced by 5.0 over 4 turns Puts all charms on 25 turn cooldown A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cystvice the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Dex +4, Wil +4 offense ------ On-Hit (Melee): * 20% chance to slow global speed by 52% * 10 arcane resource burn defense ------ Defense +2 (+1 eff.) Resistance +3% lightning, +3% temporal +9% light Physical save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
| Cloak | Ce'Nyriatta the cashmere cloak (12 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Dex +2 offense ------ Physical Crit +5.0% When Hit 10 physical defense ------ Armor +7 Defense +12 (+4 eff.) Resistance +18% cold Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
heroism infusion of the sneak (die at -349; dur 7; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 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 -349 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 349 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 588%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 21%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Emylle (Madness) (34-55 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Nature Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +13 nature While equipped: Stats Cun +6, Mag +3 defense ------ Blind Resist +20% other ------- Max hate +4.00 Max vim +30.00 Curse of Madness Massive two-handed swords. |
creative mossy mindstar of resolve (Madness) (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Cun +3, Wil +3 offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Curse of Madness 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. |
yew longbow of cold (Shrouds)4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 cold While equipped: offense ------ Damage +15% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Barkstreak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: offense ------ Damage +15% nature Ignore resists +5% acid, +10% light defense ------ Defense +1 (+1 eff.) Ranged Defense +7 (+3 eff.) Resistance +6% acid, +3% nature Resist unseen 9% other ------- Telepathy Animal Telepath range +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Cun +2, Dex +2 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +1, Con +2 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinuth the Hailbliss (8 def, 2 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats Str +4, Con +2 offense ------ Physical Crit +2.0% Damage +6% cold defense ------ Armor +2 Defense +8 (+3 eff.) Resistance +12% fire, +17% light +9% cold Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islulrann (2 def, 4 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Mindpower +20 (+7 eff.) Damage +11% darkness Ignore resists +10% darkness, +10% mind defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +13% darkness Mind save +12 (+4 eff.) Stealth +8 Confus Resist +20% other ------- Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats Cun +2 offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid Mind save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Salidabeth the Glimmermalice (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +2, Dex +3 offense ------ Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Resistance +3% lightning, +6% nature +6% darkness, +3% light Spell save +9 (+3 eff.) other ------- Light +1 A cap made of leather. |
Venomradiance the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Dex +1 offense ------ Critical power +10.00% Damage +9% arcane, +9% nature Ignore Armor +3 defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Breathe water A cap made of leather. |
Harudig the hardened leather cap (6 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Cun +5, Wil +4 offense ------ Mind Crit +4% Critical power +15.00% Mindpower +10 (+4 eff.) Accuracy +5 (+1 eff.) When Hit 4 acid When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+2 eff.) Fatigue +3% other ------- Hate-on-crit +2.00 A cap made of leather. |
Ivelranne the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Str +3, Wil +7 offense ------ Physical Power +8 (+2 eff.) Mindpower +30 (+10 eff.) Damage +9% mind defense ------ Armor +3 Fatigue +3% Resistance +7% physical Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Max psi +20.00 A cap made of leather. |
Smoldertide the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +7 offense ------ Damage +6% physical Ignore resists +20% fire, +25% physical defense ------ Armor +3 Fatigue +3% Resistance +6% mind A cap made of leather. |
hardened leather cap 'Flashrage' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Physical Power +25 (+5 eff.) Damage +3% light Ignore resists +15% physical Ignore Armor +4 When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Armor +3 Fatigue +3% other ------- Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 7.87% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A cap made of leather. |
Bokadedor the iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% mind Accuracy +20 (+6 eff.) defense ------ Armor +5 Fatigue +5% Resistance +1% physical other ------- Stamina/turn +1.00 Stamina when Hit +0.80 EQ when Hit +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Neriwen (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Mind Crit +2% Damage +3% acid On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Armor +3 Fatigue +5% Resistance +6% blight, +6% nature +15% lightning other ------- Psi when Hit +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sootpierce' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +9% physical, +6% nature +6% darkness When Hit 4 physical On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +3 Fatigue +5% Physical save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
wayfinding brass lantern of focus2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats Wil +3 offense ------ Damage +6% mind When Hit 12 mind defense ------ Resistance +5% mind other ------- 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. |
Aeranne1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats Dex +4 offense ------ Critical power +5.00% Physical Power +10 (+2 eff.) Accuracy +15 (+5 eff.) Ignore Armor +3 other ------- Stamina/turn +2.00 Hate-on-crit +4.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Getudas (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3 offense ------ Physical Crit +2.0% Physical Power +10 (+2 eff.) Ignore Armor +6 defense ------ Armor +4 Crit Resistance 5.00% other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Gumalerig the dwarven-steel pickaxe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2 offense ------ When Hit 2 physical defense ------ Armor +8 Physical save +12 (+4 eff.) Stun Resist +10% Knockbk Resist +20% other ------- Stamina/turn +3.00 Light +2 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
extending steel torque of gale force [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Blindfiend' [power 260] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +18% light Ignore resists +25% darkness other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 260 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 67. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 Encumbrance 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: 190 Base Damage: 99 Armor: 1 All Resist: 0 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Anathema the Bear Cursed level 10
72nd Vengeance 123rd year of Ascendancy at 19:52 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Anathema the Bear Cursed level 20
88th Vengeance 123rd year of Ascendancy at 04:58 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Anathema the Bear Cursed level 25
101st Vengeance 123rd year of Ascendancy at 02:40 see stats
Log
You gain 1.96 gold from the transmogrification of gifted thorny mindstar of life (Corpses) (8-8 power, 24 apr, nature damage).
You gain 5.22 gold from the transmogrification of vined mindstar of storms (Corpses) (5-5 power, 18 apr, mind damage).
You gain 4.91 gold from the transmogrification of dwarven-steel dagger of banishment (Shrouds) (15-20 power, 7 apr).
You gain 3.13 gold from the transmogrification of chilling dwarven-steel dagger of phasing (Misfortune) (19-24 power, 20 apr).
You gain 3.46 gold from the transmogrification of chilling dwarven-steel dagger of corruption (Madness) (16-21 power, 7 apr).
You gain 1.93 gold from the transmogrification of blessed dwarven-steel dagger of massacre (Misfortune) (25-32 power, 7 apr).
You gain 2.75 gold from the transmogrification of acidic dwarven-steel dagger of phasing (Nightmares) (21-27 power, 15 apr).
You gain 4.22 gold from the transmogrification of steel dagger of extermination (Nightmares) (10-13 power, 6 apr).
You gain 4.20 gold from the transmogrification of steel dagger of exorcism (Madness) (11-14 power, 6 apr).
You gain 16.50 gold from the transmogrification of Blood-Letter (Misfortune) (33-46 power, 4.5 apr).
You gain 3.60 gold from the transmogrification of truestriking dwarven-steel mace (Shrouds) (27-37 power, 4 apr).
You gain 4.00 gold from the transmogrification of runescribed steel longsword of crippling (Shrouds) (15-21 power, 3 apr).
You gain 5.87 gold from the transmogrification of warbringer's dwarven-steel greatmaul (Misfortune) (41-61 power, 2 apr).
You gain 3.58 gold from the transmogrification of elemental dwarven-steel greatmaul (Misfortune) (40-60 power, 2 apr).
You gain 2.60 gold from the transmogrification of hateful dwarven-steel battleaxe (Misfortune) (33-50 power, 2 apr).
You gain 5.57 gold from the transmogrification of warbringer's steel battleaxe (Shrouds) (19-28 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel battleaxe of massacre (Shrouds) (30-45 power, 2 apr).
You gain 8.27 gold from the transmogrification of void walker's yew vilestaff of dawn (Shrouds) (27-32 power, 4 apr, blight element).
You gain 4.72 gold from the transmogrification of cruel yew magestaff of dawn (Corpses) (27-32 power, 4 apr, fire element).
You gain 0.96 gold from the transmogrification of gold ring of aether (+13%).
You gain 1.95 gold from the transmogrification of magic missile rune of the wizard (103 arcane damage).
You gain 2.21 gold from the transmogrification of blink rune of the titan (range 5; phase 17; cd 16).
You gain 0.92 gold from the transmogrification of regeneration infusion (heal 141; 14 cd).
You gain 1.67 gold from the transmogrification of vine lasso infusion of the duelist (5 turns, 44 physical damage).
Quest 'The Fall of Maj'Eyal' status updated! (Press 'j' to see the quest log)
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.
Saving game...
Saving done.




















































































