Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 43 / 16% |
Size | big |
Lifes / Deaths | Killed by Salasetha the rogue sapper at level 32 on the 20th Voratun 122nd year of Ascendancy at 09:12 / 1 |
Primary Stats
Strength | 117 (base 60) |
Dexterity | 64 (base 60) |
Constitution | 65 (base 60) |
Magic | 30 (base 32) |
Willpower | 72 (base 60) |
Cunning | 74 (base 60) |
Resources
Life | 10824/10965 |
Stamina | 666/666 |
Psi | 487/487 |
Healing Factor | 1.6810638297872 |
Regeneration | 51.914111239948 |
Speed
Mental | +62.1% |
Attack | +62.1% |
Movement | +323% |
Spell | +62.1% |
Global | +143.24% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 14 |
See Stealth | 93.897640106829 |
See Invisible | 90.897640106829 |
Offense: Mainhand
Damage | 277 |
Accuracy | 64 |
Crit Chance | 118% |
APR | 25 |
Speed | 0.62 |
Offense: Spell
Spellpower | 113 |
Crit Chance | 100% |
Speed | 0.61690314620605 |
Offense: Mind
Mindpower | 131 |
Crit Chance | 100% |
Speed | 0.61690314620605 |
Defense: Base
Armour (hardiness) | 121 (74.117647058824%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 70 |
Mental Save | 59 |
Defense: Resistances
All | + 20%( 70%) |
Defense: Immunities
Confusion Resistance | 18% |
Instadeath Resistance | 100% |
Blind Resistance | 36% |
Inscriptions (2/3)
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
Quests
Escort the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara) | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 8% of the way to your next Rank. You have killed: 3 Uniques 7 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
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 | Hellmistress (0 def, 3 armour) Hellmistress (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -16% Damage when hit (Melee): 12 acid Changes resistances: +3% acid Changes resistances penetration: +20% acid / +10% fire Changes damage: +9% fire Maximum encumbrance: +59 Physical save: +16 (+4 eff.) Stamina each turn: +0.40 Maximum life: +40.00 Movement speed: +10% A pair of boots made of leather. |
On hands | temporal dwarven-steel gauntlets (0 def, 2 armour) temporal dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 temporal Damage (Ranged): 8 temporal Changes resistances: +5% temporal Changes damage: +3% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Abysshash (6 def, 13 armour) Abysshash (6 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Defense: +6 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 12 temporal / 8 arcane / 16 fire Changes stats: +3 Str / +6 Dex / +4 Wil Changes resistances: +5% arcane / +6% fire / +16% darkness / +5% all Changes resistances penetration: +10% fire Changes damage: +6% arcane / +3% fire Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Light radius: +2 Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Xeriwen the Dourspawner [power 1] (2/6 cooldown) Xeriwen the Dourspawner [power 1] (2/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +3% blight / +6% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Myhell MyhellInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Defense: +11 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% blight / +30% cold / +18% nature / +6% lightning Changes resistances penetration: +5% mind Changes damage: +15% cold Life regen: +2.20 Maximum life: +141.00 Healing mod.: +33% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. |
Around neck | copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
In main hand | dwarven-steel greatmaul 'Xanoldawe' (68.5-102.75 power, 2 apr) dwarven-steel greatmaul 'Xanoldawe' (68.5-102.75 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +16 darkness Burst (radius 1) on hit: +4 arcane Damage against: +20% Living When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +9% arcane Massive two-handed mauls. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | Blazetrencher BlazetrencherCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Cun / +5 Wil Changes resistances penetration: +5% arcane / +10% light Changes damage: +10% mind / +12% arcane Blindness immunity: +36% Confusion immunity: +18% Light radius: +3 Infravision radius: +6 See stealth: +17 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 4.8 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 47 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Achievements
By BER the Dwarf Berserker level 43
1st Profit 122nd year of Ascendancy at 20:12 see stats
By BER the Dwarf Berserker level 10
16th Voratun 122nd year of Ascendancy at 11:00 see stats
By BER the Dwarf Berserker level 20
19th Voratun 122nd year of Ascendancy at 04:53 see stats
By BER the Dwarf Berserker level 30
20th Voratun 122nd year of Ascendancy at 07:36 see stats
By BER the Dwarf Berserker level 40
1st Profit 122nd year of Ascendancy at 17:25 see stats
By BER the Dwarf Berserker level 32
20th Voratun 122nd year of Ascendancy at 10:02 see stats
By BER the Dwarf Berserker level 33
1st Profit 122nd year of Ascendancy at 12:59 see stats
By BER the Dwarf Berserker level 21
19th Voratun 122nd year of Ascendancy at 10:16 see stats
By BER the Dwarf Berserker level 27
20th Voratun 122nd year of Ascendancy at 02:35 see stats
By BER the Dwarf Berserker level 17
19th Voratun 122nd year of Ascendancy at 00:37 see stats
Log
You gain 4.00 gold from the transmogrification of zircon.
You gain 14.83 gold from the transmogrification of Ragelin the Ravenbringer [power 463] (2/6 cooldown).
You gain 0.05 gold from the transmogrification of elm totem of thorny skin [power 17] (2/12 cooldown).
You gain 1.59 gold from the transmogrification of icy pouch of iron shots of amnesia (19/19, 14.5-17.4 power, 1 apr).
You gain 4.22 gold from the transmogrification of deflecting steel shield of patience (15 def, 2 armour, 41 block).
You gain 11.57 gold from the transmogrification of steel plate armour of thunder (4 def, 9 armour).
You gain 7.28 gold from the transmogrification of volcanic reinforced leather armour of Eyal (4 def, 18 armour).
You gain 8.23 gold from the transmogrification of enlightening drakeskin leather armour of Eyal (5 def, 8 armour).
You gain 25.00 gold from the transmogrification of Starbane the rough leather armour (4 def, 2 armour).
You gain 4.07 gold from the transmogrification of spiked iron mail armour of the deep (2 def, 6 armour).
You gain 5.80 gold from the transmogrification of defender's dwarven-steel helm of trickery (5 def, 10 armour).
You gain 8.64 gold from the transmogrification of stone warden's rough leather gloves of war-making (0 def, 8 armour).
You gain 4.99 gold from the transmogrification of heroic drakeskin leather gloves (0 def, 8 armour).
You gain 1.30 gold from the transmogrification of chilling iron waraxe of massacre (18.5-25.9 power, 2 apr).
You gain 3.86 gold from the transmogrification of steady cured leather sling of recursion.
You gain 17.50 gold from the transmogrification of mossy mindstar 'Darkvalor' (2.5-2.75 power, 12 apr, nature damage).
You gain 21.22 gold from the transmogrification of Lustrewinnow the voratun longsword (42-58.8 power, 6 apr).
You gain 25.00 gold from the transmogrification of dragonbone longbow 'Vorilema'.
You gain 6.99 gold from the transmogrification of insidious voratun greatsword of nature (59.5-95.2 power, 4 apr).
You gain 7.69 gold from the transmogrification of truestriking steel greatmaul of rage (26-39 power, 2 apr).
You gain 2.94 gold from the transmogrification of truestriking iron dagger (11-14.3 power, 5 apr).
You gain 4.87 gold from the transmogrification of truestriking dwarven-steel dagger of erosion (16.5-21.45 power, 7 apr).
You gain 8.71 gold from the transmogrification of blazebringer's voratun dagger of ruin (38.5-50.05 power, 9 apr).
You gain 1.90 gold from the transmogrification of vision rune (radius 12; dur 29; see animal).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
BER deactivates Daunting Presence.
BER deactivates Berserker Rage.