










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Halfling |
| Class | Sun Paladin |
| Level / Exp | 23 / 47% |
| Size | small |
| Lifes / Deaths | Killed by saw horror at level 16 on the 14th Dusk 122nd year of Ascendancy at 19:19 0 / 5Killed by Arubreth the worm that walks at level 16 on the 14th Dusk 122nd year of Ascendancy at 21:26 Killed by Arorin the forest troll at level 17 on the 27th Dusk 122nd year of Ascendancy at 13:40 Killed by dredgling at level 19 on the 38th Dusk 122nd year of Ascendancy at 20:26 Killed by fire drake hatchling at level 20 on the 40th Dusk 122nd year of Ascendancy at 14:12 |
Primary Stats
| Strength | 56 (base 53) |
| Dexterity | 15 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 61 (base 45) |
| Willpower | 22 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 718/718 |
| Positive | 24/26 |
| Stamina | 196/196 |
| Healing Factor | 1.3061497326203 |
| Regeneration | 7.0431172172041 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Fire | +6% |
| Darkness | +3% |
| Physical | +12% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Darkness | +10% |
| Mind | +20% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 61.416050405667 (76.629213483146%) |
| Defense | 24 |
| Ranged Defense | 34 |
| Fatigue | 19 |
| Physical Save | 29 |
| Spell Save | 33 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 3%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 13%( 70%) |
| Mind | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Confusion Resistance | 10% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Shield of Light |
| talent | Retribution |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by giant fire ant. Escort: lost anorithil (level 4 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Shade. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed warg claw. * You've found the needed length of troll intestine. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emelonor (0 def, 14 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +14 Fatigue: +0% Changes stats: +5 Mag Stamina each turn: +0.20 Maximum life: +10.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Lelyduhad the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Changes resistances penetration: +20% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Light radius: +2 Damage Shield penetration: +20% 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 | iron helm 'Blindward' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 acid Changes resistances: +6% cold Changes resistances penetration: +10% darkness Changes damage: +9% acid / +3% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Taintblight' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +2 Changes stats: +3 Str Changes resistances: +9% acid Spell save: +12 (+6 eff.) Confusion immunity: +10% Only die when reaching: -60.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glidamina the iron pickaxe (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil Changes resistances penetration: +5% blight Changes damage: +5% mind / +6% fire Critical mult.: +5.00% Mental save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +6 Wil Stun/Freeze immunity: +35% Life regen: +0.80 Spellpower: +5 (+1 eff.) Rings can have magical properties. |
| On fingers | copper ring 'Ce'Nogarin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% blight / +24% lightning / +5% arcane / +11% mind Changes damage: +11% mind Spell save: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% 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. |
| In main hand | Xerylrakira the dwarven-steel longsword (30-42 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +9.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +8 physical When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +6% lightning Stamina each turn: +0.60 Sharp, long, and deadly. |
| Around waist | MorigInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +2 Dex Changes damage: +6% physical Life regen: +1.20 Stamina each turn: +0.80 Healing mod.: +15% A belt that goes around your waist. |
| In off hand | Elutha (8 def, 2 armour, 31.5-37.8 power, 84.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +84 Damage (Melee): +12 acid When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +17% cold Changes resistances penetration: +20% mind Talent granted: +3 Block Maximum hate: +8.00 Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Handheld deflection devices. |
| Cloak | Yvibeth the cashmere cloak (5 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+3 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +3% light / +5% arcane Physical save: +12 (+6 eff.) Disease immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Layomibrelle (4 def, 19 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +19 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +6 Con Changes resistances: +7% acid / +8% physical / +7% fire / +8% lightning / +8% cold Changes damage: +6% physical Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +25% Knockback immunity: +24% Healing mod.: +10% A suit of armour made of metal plates. |
Inventory
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 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. |
Brodunik the dwarven-steel helm (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +3% blight / +6% light / +6% darkness Spell save: +6 (+3 eff.) Cut immunity: +20% Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Yres the Halfling Sun Paladin level 17
20th Dusk 122nd year of Ascendancy at 15:16 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Yres the Halfling Sun Paladin level 21
51st Dusk 122nd year of Ascendancy at 18:16 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Yres the Halfling Sun Paladin level 23
58th Dusk 122nd year of Ascendancy at 03:18 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Yres the Halfling Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 00:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Yres the Halfling Sun Paladin level 20
39th Dusk 122nd year of Ascendancy at 15:30 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Yres the Halfling Sun Paladin level 21
42nd Dusk 122nd year of Ascendancy at 12:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Yres the Halfling Sun Paladin level 22
57th Dusk 122nd year of Ascendancy at 01:02 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Yres the Halfling Sun Paladin level 19
38th Dusk 122nd year of Ascendancy at 20:25 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Yres the Halfling Sun Paladin level 11
3rd Summertide 122nd year of Ascendancy at 14:40 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Yres the Halfling Sun Paladin level 11
2nd Flare 122nd year of Ascendancy at 06:26 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Yres the Halfling Sun Paladin level 16
12nd Dusk 122nd year of Ascendancy at 15:47 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Yres the Halfling Sun Paladin level 16
14th Dusk 122nd year of Ascendancy at 06:06 see stats
Log
A shield forms around Yres.
Yres receives 27 healing from Yres's healing light area effect.
Yres receives 27 healing from Yres's healing light area effect.
Yres receives 27 healing from Yres's healing light area effect.
Yres receives 27 healing from Yres's healing light area effect.
The shield around Yres crumbles.
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 2.15 gold from the transmogrification of slimey pouch of stralite shots of accuracy (23/23, 45.5-54.6 power, 5 apr).
You gain 1.54 gold from the transmogrification of spiked hardened leather armour (3 def, 6 armour).
You gain 4.16 gold from the transmogrification of cruel yew vilestaff of might (20-24 power, 4 apr, blight element).
You gain 3.17 gold from the transmogrification of chilling dwarven-steel dagger of phasing (18.5-24.05 power, 13 apr).
You gain 2.22 gold from the transmogrification of movement infusion of the sneak (482% speed; 4 turns).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Yres deactivates Second Life.
Yres deactivates Weapon of Wrath.
Yres deactivates Weapon of Light.
Yres deactivates Shield of Light.
Yres deactivates Chant of Fortitude.
Yres deactivates Retribution.









































































