




Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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:
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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 25 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 35 (base 33) |
| Dexterity | 12 (base 12) |
| Constitution | 30 (base 26) |
| Magic | 27 (base 27) |
| Willpower | 10 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 662/662 |
| Mana | 196/196 |
| Stamina | 172/172 |
| Healing Factor | 1.5859375 |
| Regeneration | 0.396484375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 13 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 33 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 7 |
| Physical Save | 25 |
| Spell Save | 18 |
| Mental Save | 11 |
Defense: Resistances
| Temporal | + 32%(100%) |
| All | + 7%(100%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Stoning Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 42.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 26 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 17) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. Its effects scale with your Strength stat. |
Class Talents
| Golem / Arcane | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Golem / Fighting | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Effects
Quests
Equipment
| Main armor | Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+10 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| In main hand | acidic dwarven-steel battleaxe of massacre (40.5-60.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid Massive two-handed battleaxes. |
Inventory
phase door rune of the psychic (range 5; power 17; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 50 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
vision rune of the psychic (radius 9; dur 15; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 11) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any undead around. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
Cindercast the voratun greatmaul (69.5-104.25 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +13 (+10 eff.) Damage when hit (Melee): 8 fire Changes resistances: +9% lightning Changes resistances penetration: +5% fire Poison immunity: +15% Disarm immunity: +47% Teleport immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
dwarven-steel greatmaul 'Isykira' (43-64.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 19% chance to disease Damage (Melee): +21 blight When wielded/worn: Changes resistances: +30% acid Changes resistances penetration: +15% blight Changes damage: +18% blight Massive two-handed mauls. |
hateful stralite greatmaul of massacre (62-93 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 62.0 - 93.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +16% Living Massive two-handed mauls. |
Gunitodir (48.5-77.6 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Changes resistances: +15% darkness / +3% temporal Physical save: +18 (+9 eff.) Mental save: +6 (+6 eff.) Confusion immunity: +10% Stun/Freeze immunity: +20% Massive two-handed swords. |
Nerata (65-104 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +44 insidious poison When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +3 Wil / +4 Cun Changes resistances: +15% darkness Massive two-handed swords. |
truestriking stralite greatsword of erosion (49-78.4 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature / +12 temporal When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +7 Changes resistances penetration: +13% physical Massive two-handed swords. |
acidic stralite mace of massacre (43.5-60.9 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Blunt and deadly. |
voratun mace 'Voriba' (45-63 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +8 Changes stats: +4 Str Changes resistances: +6% blight / +6% darkness / +9% acid Changes damage: +12% physical Mental save: +3 (+3 eff.) Silence immunity: +10% Stamina when hit: +1.40 Blunt and deadly. |
Blindpyre the dragonbone magestaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Physical crit. chance: +10.0% Armour: +4 Changes resistances: +3% darkness / +3% cold Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +15.00% Spell save: +30 (+16 eff.) Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Porolaith the Arcslicer (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 acid Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +10% lightning Changes damage: +6% acid / +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+10 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+8 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 17.33 to 21.67 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
dispeller's cashmere robe of alchemy (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +10% acid / +12% physical / +7% darkness / +7% light / +7% blight / +19% fire / +7% lightning / +18% cold Changes damage: +7% acid / +7% physical / +7% fire / +5% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +10 (+5 eff.) Spell save: +21 (+11 eff.) Mental save: +12 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Furnacebreak the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Changes resistances penetration: +20% fire Changes damage: +13% arcane / +9% temporal Maximum mana: +13.00 A pointy cloth hat, very wizardly... |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
radiant iron plate armour of implacability (3 def, 12 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+3 eff.) Fatigue: +15% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +10% blight / +10% darkness Physical save: +6 (+3 eff.) Light radius: +1 A suit of armour made of metal plates. |
reinforced stralite shield of radiance (10 def, 10 armour, 181 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+9 eff.) Ranged Defense: +10 (+9 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to blind Changes stats: +2 Mag / +5 Con Changes resistances: +16% light Talent granted: +4 Block Handheld deflection devices. |
voratun shield 'Glimmerdash' (12 def, 13 armour, 230 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Defense: +12 (+10 eff.) Ranged Defense: +12 (+10 eff.) Fatigue: +14% Damage when hit (Melee): 16 mind / 8 light Changes resistances penetration: +20% light Changes damage: +27% light Talent granted: +5 Block Handheld deflection devices. |
watchleader's dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +35% Confusion immunity: +20% Light radius: +8 See stealth: +9 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 88.58 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
dragonbone totem of thorny skin 'Belath' [power 78] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +9% cold Maximum wards: +3 acid / +3 nature / +2 light Changes damage: +9% acid Talent granted: +1 Ward Spell save: +45 (+23 eff.) It can be used to harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Cobrascar [power 333] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 darkness Changes resistances penetration: +25% nature Changes damage: +18% nature It can be used to creates a wall of flames lasting 4 turns (dealing 333 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mayemiwyn [power 493] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +9 (+8 eff.) Ranged Defense: +9 (+8 eff.) Changes stats: +2 Str Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talent granted: +1 Ward Life regen: +1.20 It can be used to fire a bolt of a random element with (base) damage 246 to 493, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
You gain 0.20 gold from the transmogrification of cashmere cloak (2 def, 0 armour).
You gain 5.85 gold from the transmogrification of quick stralite waraxe of the leech (29.5-41.3 power, 5 apr).
You gain 0.75 gold from the transmogrification of yew vilestaff (20-24 power, 4 apr, darkness element).
You gain 9.76 gold from the transmogrification of magewarrior's short elven-wood vilestaff (25-30 power, 5 apr, blight element).
You gain 6.30 gold from the transmogrification of greater ash vilestaff of fate (15-18 power, 3 apr, blight element).
You gain 4.00 gold from the transmogrification of earthen elven-wood vilestaff of might (25-30 power, 5 apr, blight element).
You gain 2.83 gold from the transmogrification of dwarven-steel mace of paradox (27-37.8 power, 4 apr).
You gain 6.67 gold from the transmogrification of truestriking stralite longsword of crippling (32-44.8 power, 5 apr).
You gain 4.74 gold from the transmogrification of truestriking dwarven-steel longsword of purging (21-29.4 power, 4 apr).
You gain 4.13 gold from the transmogrification of flaming dwarven-steel longsword of crippling (22-30.8 power, 4 apr).
You gain 4.51 gold from the transmogrification of steady yew longbow of dexterity (+6).
You gain 4.24 gold from the transmogrification of ranger's elven-wood longbow of power.
You gain 3.01 gold from the transmogrification of steel greatmaul of vileness (28-42 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (31.5-47.25 power, 2 apr).
You gain 2.95 gold from the transmogrification of marksman's stralite ring of corrosion (+20%).
You gain 4.21 gold from the transmogrification of stralite amulet of murder.
You gain 1.75 gold from the transmogrification of lightning rune of the wizard (151 lightning damage).
You gain 2.90 gold from the transmogrification of invisibility rune (power 12 for 6 turns).
You gain 1.40 gold from the transmogrification of heat beam rune (86 fire damage).
You gain 1.57 gold from the transmogrification of acid wave rune (127 acid damage; disarm 5 turns with power 21).
You gain 1.76 gold from the transmogrification of movement infusion (300% speed; 5 turns).
You gain 1.87 gold from the transmogrification of insidious poison infusion (24 nature damage, 20% healing reduction).
You gain 0.65 gold from the transmogrification of healing infusion (heal 50).
You gain 0.59 gold from the transmogrification of healing infusion (heal 32).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Character control switched to Pupito (servant of Mago Pupitas).
Siluda, the injured seer says: 'The portal is still far away, to the east.'
Mago Pupitas deactivates Defensive Posture.

































