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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Marauder |
| Level / Exp | 20 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by steam giant gunner at level 2 on the 10th Retaking 124th year of Ascendancy at 19:13 2 / 3Killed by steam giant yeti rider at level 2 on the 11st Retaking 124th year of Ascendancy at 00:17 Killed by sun-mage at level 14 on the 29th Retaking 124th year of Ascendancy at 21:44 |
Primary Stats
| Strength | 46 (base 41) |
| Dexterity | 44 (base 47) |
| Constitution | 30 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 12 (base 11) |
| Cunning | 35 (base 34) |
Resources
| Life | 549/549 |
| Stamina | 132/132 |
| Steam | 100/100 |
| Healing Factor | 1.2692147729953 |
| Regeneration | 12.299626676023 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| See Stealth | 61.052663132548 |
| See Invisible | 61.052663132548 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 58 |
| Crit Chance | 34% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 58 |
| Crit Chance | 36% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Mind | +6% |
| Cold | +10% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +10% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 36.063402816797 (92.11456541679%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 8 |
| Physical Save | 36 |
| Spell Save | 33 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 14%( 70%) |
| Mind | + 19%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 60%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 40% |
Inscriptions (3/5)
| 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 162 life over 5 turns. Its effects scale with your Constitution 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Duelist | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Throwing knives | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Scoundrel | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| beneficial effect | Parrying melee and ranged attacks: Has a 66% chance to deflect up to 22 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 103 - 144 Accuracy: 74 (knife) APR: 35 Crit Chance: +44% Crit mult: 208% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | Countering melee attacks: Has a 47% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erรบan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | traveler's pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 11 power out of 30/30) : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.29 to 81.87 lightning damage (54.58 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Rimeprophet (0 def, 2 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Fatigue: +3% Changes resistances: +3% cold Changes resistances penetration: +15% cold Changes damage: +6% mind Talent granted: +1 Sand Shredder Critical mult.: +15.00% Physical save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +26% Mindpower: +5 (+3 eff.) Mental crit. chance: +1% 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. |
| On fingers | rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
| On fingers | titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
| Around neck | warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
| In main hand | steel waraxe 'Kilnpower' (13-18 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 mind / +4 fire When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +15% mind Changes resistances penetration: +10% acid / +10% mind One-handed war axes. |
| Around waist | rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 A belt that goes around your waist. |
| In off hand | dwarven-steel dagger of projection (16-21 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | impenetrable steel mail armour of Eyal (2 def, 14 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +1.00 Maximum life: +29.00 Healing mod.: +11% A suit of armour made of mail. |
Inventory
steam generator implant of the sneak (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+4 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
corrosive rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +2 Str Changes resistances: +6% acid Changes damage: +4% acid 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. |
dwarven-steel mail armour of the deep (3 def, 9 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
rejuvenating iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of mail. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tower DetonatorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 145 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Baaft the Kruk Yeti Marauder level 12
29th Retaking 124th year of Ascendancy at 05:52 see stats
Fear me not!
Survived the Fearscape!By Baaft the Kruk Yeti Marauder level 20
5th Revenge 124th year of Ascendancy at 23:56 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Baaft the Kruk Yeti Marauder level 16
35th Retaking 124th year of Ascendancy at 01:47 see stats
Level 10
Got a character to level 10.By Baaft the Kruk Yeti Marauder level 10
15th Retaking 124th year of Ascendancy at 15:50 see stats
Level 20
Got a character to level 20.By Baaft the Kruk Yeti Marauder level 20
50th Retaking 124th year of Ascendancy at 09:42 see stats
Log
You gain 1.34 gold from the melting of flaming steel shield of lightning resistance (+15%) (0 def, 4 armour, 38 block).
You collect a new ingredient: lump of steel (1).
You gain 5.98 gold from the melting of enlightening steel mail armour of Eyal (2 def, 6 armour).
You collect a new ingredient: lump of steel (1).
You gain 3.69 gold from the melting of enlightening steel mail armour (2 def, 6 armour).
You collect a new ingredient: lump of iron (1).
You gain 5.78 gold from the melting of undeterred pair of iron boots (0 def, 3 armour).
You gain 7.73 gold from the melting of focusing woollen robe of life (0 def, 0 armour).
You gain 1.88 gold from the melting of enveloping linen cloak of Iron Throne (7 def, 0 armour).
You collect a new ingredient: lump of steel (1).
You gain 4.57 gold from the melting of balanced steel waraxe of persecution (12-16 power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 8.26 gold from the melting of dwarven-steel steamgun of enduring.
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 5.21 gold from the melting of resonating vined mindstar of disruption (5-6 power, 18 apr, nature damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.31 gold from the melting of nature's vined mindstar of life (6-7 power, 18 apr, mind damage).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 3.93 gold from the melting of hateful vined mindstar (5-6 power, 18 apr, nature damage).
You collect a new ingredient: lump of stralite (1).
You gain 5.23 gold from the melting of balanced stralite mace of daylight (38-52 power, 5 apr).
You collect a new ingredient: lump of steel (1).
You gain 4.62 gold from the melting of balanced steel mace of paradox (13-18 power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 7.33 gold from the melting of warbringer's steel longsword of shearing (14-20 power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.56 gold from the melting of steel greatsword of rage (22-34 power, 2 apr).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.52 gold from the melting of movement infusion (speed 400%; cd 18).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.









































































































