









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 20 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 18 on the 20th Haze 122nd year of Ascendancy at 06:09 4 / 1 |
Primary Stats
| Strength | 49 (base 17) |
| Dexterity | 56 (base 44) |
| Constitution | 33 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 72 (base 38) |
Resources
| Life | 526/526 |
| Stamina | 157/157 |
| Healing Factor | 1.1789294477288 |
| Regeneration | 0.2947323619322 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +75% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 39.286009934143 |
| See Invisible | 39.286009934143 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 94 |
| Accuracy | 61 |
| Crit Chance | 27% |
| APR | 14 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -5% |
| Darkness | +11% |
| Cold | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 11 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 25%( 70%) |
| Mind | + 10%( 70%) |
| Nature | + 16%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 26%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 20% |
| Disarm Resistance | 24% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Countering melee attacks: Has a 20% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Faiein. Escort: repented thief (level 3 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 |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | 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 focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | steady hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Eremulagund the linen wizard hat (16 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +25 (+6 eff.) Defense: +16 (+5 eff.) Damage when hit (Melee): 2 arcane Changes stats: +1 Dex Changes resistances: +16% darkness Changes damage: +11% darkness A pointy cloth hat, very wizardly... |
| Tool | Bregidunachik the iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Cun Reduces incoming crit damage: 5.00% It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| Main armor | duelist's hardened leather armour (11 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +6 Cun / +4 Dex A suit of armour made of leather. |
| Light source | Ce'Numa the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +3% mind / +3% darkness Physical save: +9 (+4 eff.) Silence immunity: +10% Light radius: +5 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. |
| Cloak | murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | VoroveaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Defense: +29 (+8 eff.) Stealth bonus: +6 Only die when reaching: -60.00 life A belt that goes around your waist. |
Inventory
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Zyrim (2 def, 8 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +24% cold / +5% arcane / +16% fire Changes resistances penetration: +5% arcane / +15% acid Changes damage: +6% acid Allows you to breathe in: water A suit of armour made of mail. |
55 alchemist agate0.00 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. |
3 onyx0.00 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Poladhena (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Mag Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +5% blight Changes damage: +12% blight Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spell crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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 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 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) 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. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gem of the FaithfulPowered by unknown forces 1.00 Encumbrance. [Legendary] Type: gem / white When carried: Movement speed: +30% For the Faithful of the DarkGod! |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Faiein the Cornac Brawler level 13
69th Dusk 122nd year of Ascendancy at 02:01 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Faiein the Cornac Brawler level 19
54th Haze 122nd year of Ascendancy at 05:28 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Faiein the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 21:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Faiein the Cornac Brawler level 20
54th Haze 122nd year of Ascendancy at 15:08 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Faiein the Cornac Brawler level 18
37th Haze 122nd year of Ascendancy at 01:17 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Faiein the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 12:22 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Faiein the Cornac Brawler level 18
39th Haze 122nd year of Ascendancy at 12:25 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Faiein the Cornac Brawler level 9
7th Mirth 122nd year of Ascendancy at 18:00 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Faiein the Cornac Brawler level 18
39th Haze 122nd year of Ascendancy at 01:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Faiein the Cornac Brawler level 16
17th Haze 122nd year of Ascendancy at 10:57 see stats
Log
There is a teleporting circle to the surface here (press '' or right click to use).
You gain 15.00 gold from the transmogrification of yew wand of clairvoyance [power 11] (15 cooldown).
You gain 2.87 gold from the transmogrification of alchemist's lamp of health.
You gain 0.15 gold from the transmogrification of alchemist's lamp.
You gain 0.15 gold from the transmogrification of alchemist's lamp.
You gain 0.75 gold from the transmogrification of dwarven-steel shield (0 def, 6 armour, 74.5 block).
You gain 5.64 gold from the transmogrification of radiant dwarven-steel plate armour of command (7 def, 16 armour).
You gain 1.70 gold from the transmogrification of prismatic cured leather armour of fire resistance (6 def, 4 armour).
You gain 4.77 gold from the transmogrification of hardened dwarven-steel mail armour of spell shielding (3 def, 14 armour).
You gain 0.35 gold from the transmogrification of dwarven-steel helm (0 def, 4 armour).
You gain 14.85 gold from the transmogrification of Windgrind (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Steel Helm of Garkul (0 def, 6 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 2.94 gold from the transmogrification of hateful steel waraxe of erosion (12-18 power, 3 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (20-28 power, 4 apr).
You gain 3.75 gold from the transmogrification of balanced steel waraxe of erosion (12-17 power, 3 apr).
You gain 2.69 gold from the transmogrification of balanced steel waraxe (12-16 power, 3 apr).
You gain 12.02 gold from the transmogrification of Lelyrevor (15-18 power, 3 apr, darkness element).
You gain 3.45 gold from the transmogrification of hateful dwarven-steel mace of erosion (28-38 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel mace (28-39 power, 4 apr).
You gain 3.44 gold from the transmogrification of steady yew longbow of cold.
You gain 2.87 gold from the transmogrification of hateful dwarven-steel greatmaul (42-62 power, 2 apr).
You gain 2.20 gold from the transmogrification of steel battleaxe of daylight (24-37 power, 2 apr).
You gain 1.85 gold from the transmogrification of dwarven-steel battleaxe of erosion (32-49 power, 2 apr).
You gain 0.05 gold from the transmogrification of copper ring.
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 22).
There is a A gate into the Maze 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.


















































































