










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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! Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Embers of Rage 1.5.0Official 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:
Additional Randart Properties 1.5.5 Ashes of Urh'Rok 1.5.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Yeek |
Class | Necromancer |
Level / Exp | 23 / 27% |
Size | small |
Lifes / Deaths | Killed by Glemitha the ghast at level 19 on the 3rd Mirth 122nd year of Ascendancy at 00:36 2 / 3Killed by degenerated skeleton archer at level 20 on the 3rd Mirth 122nd year of Ascendancy at 04:57 Killed by shadowblade at level 22 on the 9th Mirth 122nd year of Ascendancy at 03:23 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 32 (base 32) |
Magic | 79 (base 53) |
Willpower | 53 (base 22) |
Cunning | 27 (base 11) |
Resources
Life | 446/446 |
Mana | 389/389 |
Soul | 12/12 |
Healing Factor | 1.6933663366336 |
Regeneration | 4.8260940594058 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +112.58159546285% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 28.837239821864 |
See Invisible | 41.568591259833 |
Offense: Mainhand
Damage | 31 |
Accuracy | 11 |
Crit Chance | 10% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Arcane | +15% |
Cold | +8% |
Lightning | +8% |
Light | +10% |
Darkness | +23% |
Physical | +6% |
Mind | +7% |
Fire | +32% |
Nature | +33% |
Offense: Damage Penetration
Temporal | +13% |
Acid | +8% |
Darkness | +13% |
All | +3% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 1 |
Physical Save | 26 |
Spell Save | 41 |
Mental Save | 29 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 32%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Lightning | + 7%( 70%) |
Light | + 36%( 70%) |
Mind | + 7%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 34%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 52% |
Disarm Resistance | 26% |
Silence Resistance | 17% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
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. |
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 mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Keen Senses |
talent | Necrotic Aura |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
A compliation of all your achievements earnt. Heroic AchievementsYou are 16% of the way to your next Rank. You have killed: 10 Uniques 10 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +7 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances penetration: +10% temporal Life regen: +2.00 Maximum life: +110.00 Healing mod.: +13% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 Damage (Ranged): +5 temporal / +6 nature / +8 fire Burst (radius 2) on crit: +5 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (110 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 4 acid Changes stats: +4 Cun / +4 Wil Changes resistances: +7% mind / +6% acid Changes resistances penetration: +5% acid Changes damage: +7% mind / +12% nature Physical save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.16 Maximum psi: +14.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Mindpower: +10 (+4 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Changes resistances: +3% light / +6% darkness Changes resistances penetration: +10% darkness Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +10 Changes stats: +3 Str / +2 Mag / +3 Con Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +9 (+5 eff.) Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +22% Life regen: +0.60 Stamina each turn: +0.20 Maximum life: +34.00 See invisible: +6 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +2 Con Changes resistances: +24% fire / +22% darkness / +3% light Changes damage: +11% darkness / +12% fire Spell save: +12 (+4 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +21 (+10 eff.) Damage (Melee): 8 % chance of confusion Changes stats: +3 Str / +4 Mag Maximum wards: +3 arcane Changes resistances penetration: +3% all Changes damage: +15% arcane Talents granted: +2 Ward +1 Command Staff Reduces incoming crit damage: 10.00% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Infravision radius: +3 Damage Shield penetration: +17% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 63.80 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil / +3 Cun Changes resistances: +7% lightning / +7% cold / +6% nature / +12% blight Changes damage: +8% lightning / +6% physical / +12% blight / +8% cold / +21% nature / +15% fire Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +9 Mag / +7 Wil Critical mult.: +20.00% Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Reduces paradox anomalies(equivalent to willpower): +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Inventory
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
![]() Requires: - Strength 11 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to daze at end of turn * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning / +10% mind / +10% darkness Spell save: +12 (+4 eff.) Blindness immunity: +10% Cut immunity: +10% Disarm immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +15% Maximum life: +20.00 Massive two-handed mauls. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +7 lightning Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +7 (+7 eff.) Physical crit. chance: +2.0% Changes stats: +3 Cun Changes resistances: +6% temporal Changes resistances penetration: +10% darkness / +12% physical Changes damage: +8% lightning / +3% temporal Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 20% chance to corrode armour by 30% Damage (Ranged): +12 fire / +12 temporal / +15 nature Burst (radius 1) on hit: +8 acid / +20 fire Burst (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +2 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +3% fire Changes damage: +3% nature / +3% fire Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Maximum life: +48.00 Talent on hit(nature): Slime Spit (5% chance level 1). A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Wil / +1 Cun Mental save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +1% Effects on melee hit: * 10% chance to disease Changes stats: +3 Cun / +3 Dex Changes resistances: +6% blight / +12% darkness / +15% mind / +11% light Changes resistances penetration: +10% blight / +5% mind Infravision radius: +2 A cap made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() 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, costing 202 power out of 240/400. 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. |
Achievements
By Bertie the Yeek Necromancer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Bertie the Yeek Necromancer level 20
3rd Mirth 122nd year of Ascendancy at 03:31 see stats
By Bertie the Yeek Necromancer level 20
3rd Mirth 122nd year of Ascendancy at 04:04 see stats
Log
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 1.95 gold from the transmogrification of spiked iron mail armour of resilience (2 def, 4 armour).
You gain 1.45 gold from the transmogrification of spiked rough leather armour of fire resistance (1 def, 2 armour).
You gain 1.09 gold from the transmogrification of mindwoven linen robe of nature (+16%) (0 def, 0 armour).
You gain 0.43 gold from the transmogrification of mindwoven linen robe (0 def, 0 armour).
You gain 3.00 gold from the transmogrification of Coral Spray (8 def, 8 armour, 48 block).
You gain 1.12 gold from the transmogrification of psychokinetic pouch of iron shots (12/12, 14.5-17.4 power, 1 apr).
You gain 0.10 gold from the transmogrification of pouch of iron shots (16/16, 14-16.8 power, 1 apr).
You gain 4.36 gold from the transmogrification of iron steamgun of power.
You gain 15.35 gold from the transmogrification of Barehor the elm longbow.
You gain 2.13 gold from the transmogrification of nature's mossy mindstar of resolve (2.5-2.75 power, 12 apr, mind damage).
You gain 14.95 gold from the transmogrification of mossy mindstar 'Flaremalice' (2.5-2.75 power, 12 apr, nature damage).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (14-18.2 power, 5 apr).
You gain 1.31 gold from the transmogrification of iron dagger of erosion (9-11.7 power, 5 apr).
You gain 2.14 gold from the transmogrification of balanced iron dagger (10-13 power, 5 apr).
You gain 16.94 gold from the transmogrification of iron waraxe 'Gilodan' (12.5-17.5 power, 9 apr).
You gain 2.77 gold from the transmogrification of acidic iron waraxe of vileness (12.5-17.5 power, 2 apr).
You gain 0.92 gold from the transmogrification of acidic iron waraxe (12-16.8 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron mace (13.5-18.9 power, 2 apr).
You gain 3.77 gold from the transmogrification of hateful dwarven-steel battleaxe of erosion (32.5-48.75 power, 2 apr).
You gain 2.47 gold from the transmogrification of surging elm vilestaff of fate (10-12 power, 2 apr, acid element).
You gain 15.77 gold from the transmogrification of Eruneg the Rotwire (10-12 power, 2 apr, fire element).
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Bertie deactivates Blurred Mortality.
Bertie deactivates Necrotic Aura.
Bertie deactivates Keen Senses.