








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Yeek |
| Class | Wyrmic |
| Level / Exp | 20 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 19 on the 1st Dusk 122nd year of Ascendancy at 20:16 / 6Killed by Assassin Lord at level 19 on the 1st Dusk 122nd year of Ascendancy at 21:13 Killed by Minotaur of the Labyrinth at level 19 on the 21st Dusk 122nd year of Ascendancy at 15:44 Killed by Minotaur of the Labyrinth at level 19 on the 21st Dusk 122nd year of Ascendancy at 17:08 Killed by Minotaur of the Labyrinth at level 19 on the 21st Dusk 122nd year of Ascendancy at 18:21 Killed by Pologayata the sandworm destroyer at level 20 on the 26th Dusk 122nd year of Ascendancy at 14:18 |
Primary Stats
| Strength | 47 (base 40) |
| Dexterity | 8 (base 10) |
| Constitution | 12 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 62 (base 48) |
| Cunning | 19 (base 10) |
Resources
| Life | 781/781 |
| Equilibrium | 10 |
| Healing Factor | 1.1520138166906 |
| Regeneration | 16.399381477563 |
Speed
| Mental | +5.96386969525% |
| Attack | +5.96386969525% |
| Movement | +36.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 17 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 16% |
| Speed | 0.94371789448232 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +20% |
| Blight | +13% |
| Cold | +11% |
| Fire | +7% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 42.020967857768 (30%) |
| Defense | 3 |
| Ranged Defense | 11 |
| Fatigue | 5 |
| Physical Save | 21 |
| Spell Save | 28 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 2%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Physical | + 3%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 9%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 2%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Disarm Resistance | 20% |
| Confusion Resistance | 35% |
| Knockback Resistance | 100% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 42% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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: 15 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: 13 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
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| talent | Meditation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have been tasked to remove at least one of the 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 |
A compliation of all your achievements earnt. Heroic AchievementsYou are 2% of the way to your next Rank. You have killed: 0 Uniques 2 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 have explored the Maze and vanquished the Minotaur. * 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 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. | done |
Equipment
| On feet | pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | dwarven-steel helm 'Gloruba' (0 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Armour +10 Fatigue +4% Resists +8% lightning +13% temporal Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Pinning- +20% ---------- misc Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
| On fingers | mule's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -4% Resists +22% cold ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Elyranor'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +2 Mag ----- def ----- Armour +8 Resists +3% mind +3% temporal Spell.save +9 (+5 eff.) Max.HP +30.00 A belt that goes around your waist. |
| In main hand | Mireblack the dwarven-steel greatmaul (150% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 150% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +4 lightning +12 fire While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% arcane ----- def ----- Resists +5% arcane +9% nature Massive two-handed mauls. |
| On hands | dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 129% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Xira'0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +6 Wil +1 Cun +3 Con dps ---------- Crit.mult +12.00% Spell.pwr +9 (+5 eff.) Dmg.mod +8% blight +7% fire ----- def ----- Fatigue -6% Resists +14% darkness +6% mind +12% light Crit.chn- 5.00% HP.reg +2.00 Blind- +23% ---------- misc Light +1 Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 164; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 142; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
voratun battleaxe 'Mardaroyon' (169% power, 24 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Arcane/Psionic Power 170% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +8.0% Atk.spd 100% Phasing +20% Melee+ +20 darkness Against +17% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +3% fire +3% nature +9% cold Spell.save +3 (+2 eff.) Silence- +20% Teleport- +20% Massive two-handed battleaxes. |
Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 96.72 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative vined mindstar (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Unarmed combat: Power 101% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Oledor the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +6% lightning Phys.save +12 (+6 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 Disarm- +20% Stun/Frz- +10% ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
Saluthra the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Melee+ 18 acid 12 fire Dmg.mod +12% acid Res.pen +20% acid Melee Ret 15 acid 12 fire 6 blight ----- def ----- Armour +10 Defense +5 (+5 eff.) Fatigue +12% Resists +22% acid +41% fire Mind.save +17 (+7 eff.) A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+16 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.00 to 78.00 lightning damage (52.00 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Blazewisp (10 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Res.pen +5% light ----- def ----- Armour +11 Defense +10 (+10 eff.) Fatigue +22% Resists +10% physical Phys.save +19 (+9 eff.) A suit of armour made of metal plates. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
soothing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 52 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 20 (Exploration mode)
Got a character to level 20.By Azmgard the Yeek Wyrmic level 20
21st Dusk 122nd year of Ascendancy at 18:53 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Azmgard the Yeek Wyrmic level 19
2nd Dusk 122nd year of Ascendancy at 01:18 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Azmgard the Yeek Wyrmic level 19
20th Dusk 122nd year of Ascendancy at 12:09 see stats
Log
The unstable sand tunnel collapses!
Talent Venomous Breath is ready to use.
Azmgard stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Azmgard uses Infusion: Regeneration.
Azmgard starts regenerating health quickly.
There is a ladder to the next level here (press '' or right click to use).
Azmgard stops regenerating health quickly.
You gain 0.15 gold from the transmogrification of alchemist's lamp.
You gain 0.15 gold from the transmogrification of dwarven-steel pickaxe (dig speed 30 turns).
You gain 1.34 gold from the transmogrification of flaming steel shield of mind resistance (+11%) (0 def, 4 armour, 108% power, 41.5 block).
You gain 1.55 gold from the transmogrification of prismatic steel plate armour of clarity (0 def, 9 armour).
You gain 2.79 gold from the transmogrification of prismatic hardened leather cap of the depths (0 def, 3 armour).
You gain 11.62 gold from the transmogrification of Xeronn the Dourglory (2 def, 0 armour).
You gain 4.74 gold from the transmogrification of truestriking steel waraxe of persecution (109% power, 3 apr).
You gain 1.75 gold from the transmogrification of acidic steel waraxe of projection (109% power, 3 apr).
You gain 12.98 gold from the transmogrification of Blastwind (132% power, 4 apr).
You gain 1.36 gold from the transmogrification of vined mindstar of resolve (83% power, 18 apr, mind damage).
You gain 0.50 gold from the transmogrification of steel mace (107% power, 3 apr).
You gain 4.53 gold from the transmogrification of arcing dwarven-steel greatsword of the mystic (146% power, 2 apr).
You gain 1.60 gold from the transmogrification of steel battleaxe of erosion (117% power, 2 apr).
There is a ladder to the previous level here (press '' or right click to use).
Saving game...
Saving done.





















































































