









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Higher |
Class | Corruptor |
Level / Exp | 50 / 154019% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1000038 (base 10) |
Dexterity | 1000016 (base 10) |
Constitution | 1000032 (base 12) |
Magic | 1000024 (base 14) |
Willpower | 1000031 (base 13) |
Cunning | 1000016 (base 10) |
Resources
Life | 1001023/1001023 |
Vim | 1000189/1000189 |
Healing Factor | 2.5 |
Regeneration | 2500025 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 17 |
Lite | 3 |
Infravision | 13 |
See Stealth | 1083.7207058908 |
See Invisible | 1098.7207058908 |
Offense: Mainhand
Damage | 11597 |
Accuracy | 7473 |
Crit Chance | 600006% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6314 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 6623 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +24% |
Arcane | +12% |
Cold | +12% |
Lightning | +25% |
Light | +21% |
Temporal | +6% |
Mind | +15% |
Nature | +15% |
Offense: Damage Penetration
Acid | +20% |
Arcane | +40% |
Mind | +10% |
Lightning | +42% |
Light | +29% |
Temporal | +14% |
Physical | +10% |
Fire | +29% |
Darkness | +16% |
Defense: Base
Armour (hardiness) | 45 (60%) |
Defense | 6623 |
Ranged Defense | 6623 |
Fatigue | 5 |
Physical Save | 5906 |
Spell Save | 5906 |
Mental Save | 5906 |
Defense: Resistances
Blight | + 34%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 47%( 70%) |
All | + 18%( 70%) |
Lightning | + 35%( 70%) |
Temporal | + 60%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 47%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 94% |
Poison Resistance | 20% |
Knockback Resistance | 48% |
Inscriptions (3/3)
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 100 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 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
Corruption / Blood | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Curses | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Blood Fury |
talent | Blood Vengeance |
talent | Dark Ritual |
talent | Overkill |
talent | Bone Shield |
Quests
You abandoned injured seer, to death. Escort: injured seer (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 23% chance to reduce armor by 406% Damage when hit (Melee): 12 fire Changes resistances: +22% temporal / +19% darkness / +35% fire Changes resistances penetration: +29% lightning / +14% temporal / +16% darkness / +29% fire / +20% acid Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% A pair of boots made of leather. |
Light source | ![]() 2.00 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 | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+0 eff.) Armour: +14 Defense: +8 (+0 eff.) Fatigue: +5% Effects on melee hit: * 23% chance to reduce all saves and defense by 509 Changes stats: +22 Str Changes resistances: +4% physical / +7% all Changes resistances penetration: +10% mind / +10% physical Physical save: +15 (+0 eff.) Only die when reaching: -20.00 life It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 8192175.1 Physical damage. If the attack hits, the target is confused (50% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances penetration: +29% light / +25% arcane Changes damage: +21% light Critical mult.: +23.07% Spell save: +6 (+0 eff.) Mana when firing critical spell: +2.31 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+0 eff.) Damage Shield penetration: +35% It can be used to blast the opponent's mind dealing 426 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 385 Changes stats: +6 Cun / +6 Wil Changes resistances: +21% lightning / +35% cold / +6% arcane Changes resistances penetration: +15% arcane Changes damage: +24% blight / +12% cold / +12% arcane Damage against: +33% Summoned Reduced damage from: +33% Summoned A belt that goes around your waist. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+0 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+0 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +13 Defense: +8 (+0 eff.) Damage when hit (Melee): 6 light Maximum wards: +3 lightning Changes resistances penetration: +12% lightning Changes damage: +25% lightning Talents granted: +3 Ward +1 Command Staff Critical mult.: +17.00% Poison immunity: +20% Spellpower: +12 (+0 eff.) Spell crit. chance: +16% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 23% chance to reduce strength, dexterity, and constitution by 385 Damage when hit (Melee): 10 blight / 8 fire Changes stats: +6 Str / +6 Dex / +4 Mag / +4 Wil / +6 Con Changes resistances: +20% nature / +20% blight Changes damage: +6% temporal Talent mastery: +0.40 Technique / Combat training Spell save: +13 (+0 eff.) Life regen: +10.00 Stamina each turn: +1.40 Healing mod.: +17% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +6 Mag / +4 Wil / +9 Con Changes resistances: +29% temporal Spell save: +12 (+0 eff.) Blindness immunity: +40% Pinning immunity: +42% Knockback immunity: +48% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+0 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets make your neck look great! |
Inventory
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+0 eff.) Life regen: +0.20 Mindpower: +12 (+0 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 115 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. |
![]() 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) Activation costs 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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: 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: +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. |
![]() 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. |
Achievements
By Corruptor the Higher Corruptor level 10
74th Pyre 122nd year of Ascendancy at 14:06 see stats
By Corruptor the Higher Corruptor level 20
75th Pyre 122nd year of Ascendancy at 08:06 see stats
By Corruptor the Higher Corruptor level 30
78th Pyre 122nd year of Ascendancy at 14:18 see stats
By Corruptor the Higher Corruptor level 40
4th Mirth 122nd year of Ascendancy at 08:20 see stats
By Corruptor the Higher Corruptor level 50
4th Mirth 122nd year of Ascendancy at 08:20 see stats
By Corruptor the Higher Corruptor level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Corruptor the Higher Corruptor level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Corruptor the Higher Corruptor level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Corruptor the Higher Corruptor level 1
74th Pyre 122nd year of Ascendancy at 11:16 see stats
By Corruptor the Higher Corruptor level 50
5th Mirth 122nd year of Ascendancy at 06:23 see stats
Log
You gain 25.00 gold from the transmogrification of Tempestsweeper the woollen robe (0 def, 0 armour).
You gain 3.15 gold from the transmogrification of resilient cashmere cloak of fog (8 def, 0 armour).
You gain 25.00 gold from the transmogrification of rough leather belt 'Filthkiss'.
You gain 3.08 gold from the transmogrification of quick iron waraxe of persecution (10-15 power, 2 apr).
You gain 25.00 gold from the transmogrification of Pitchwolf the iron waraxe (10-14 power, 2 apr).
You gain 3.49 gold from the transmogrification of elm vilestaff of greater warding (10-12 power, 2 apr, acid element).
You gain 25.00 gold from the transmogrification of elm magestaff 'Gowyn' (10-12 power, 2 apr, lightning element).
You gain 11.50 gold from the transmogrification of dragonbone magestaff of the prodigy (30-36 power, 6 apr, cold element).
You gain 12.37 gold from the transmogrification of bloodlich's elven-wood starstaff (25-30 power, 5 apr, light element).
You gain 3.75 gold from the transmogrification of ash vilestaff of breaching (15-18 power, 3 apr, blight element).
You gain 3.00 gold from the transmogrification of Eclipse (18-22 power, 4 apr, darkness element).
You gain 25.00 gold from the transmogrification of Serpentsorrow.
You gain 24.83 gold from the transmogrification of mossy mindstar 'Glowvile' (2-2 power, 12 apr, mind damage).
You gain 9.52 gold from the transmogrification of inquisitor's living mindstar of gales (16-18 power, 40 apr, nature damage).
You gain 8.76 gold from the transmogrification of horrifying living mindstar of venom (17-19 power, 40 apr, mind damage).
You gain 11.38 gold from the transmogrification of enhanced ash longbow of dampening.
You gain 5.22 gold from the transmogrification of plaguebringer's steel greatsword (26-41 power, 2 apr).
You gain 6.96 gold from the transmogrification of blazebringer's stralite battleaxe of erosion (43-64 power, 3 apr).
You gain 8.10 gold from the transmogrification of wanderer's steel amulet.
You gain 3.90 gold from the transmogrification of serendipitous copper amulet of dexterity (+7).
You gain 6.91 gold from the transmogrification of archmage's copper amulet of murder.
You gain 0.55 gold from the transmogrification of teleportation rune (range 36; cd 19).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 58; blocks 2; dur 4; cd 12).
You gain 1.55 gold from the transmogrification of shielding rune (absorb 185; dur 5; cd 15).
You gain 2.01 gold from the transmogrification of blink rune (range 6; phase 20; cd 10).
You gain 1.56 gold from the transmogrification of blink rune (range 5; phase 11; cd 11).
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; magical; dur 4; cd 16).
You gain 0.66 gold from the transmogrification of healing infusion (heal 55; cd 10).
There is a way to the previous level 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.