








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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:
Revamped Anorithil 1.5.5 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 14 / 88% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 10 (base 10) |
| Constitution | 18 (base 18) |
| Magic | 50 (base 40) |
| Willpower | 19 (base 10) |
| Cunning | 23 (base 20) |
Resources
| Life | 422/422 |
| Positive | 0/89 |
| Paradox | 300 |
| Healing Factor | 1.1510468194978 |
| Regeneration | 0.28776170487444 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | +5.2412950690599% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 4 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 46% |
| Speed | 0.95019735299133 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Light | +20% |
| Temporal | +8% |
| Darkness | +19% |
| Physical | +10% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 14 (44.183575914726%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 1 |
| Physical Save | 33 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 19%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 43%( 70%) |
| Fire | + 9%( 70%) |
| Mind | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 37% |
| Bleed Resistance | 20% |
| Confusion Resistance | 37% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (4/4)
| 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 510 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 374% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| 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 177 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Solar / Sunburn | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Liminal / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Lunar / Moonbeam | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Solar / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Liminal / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Liminal / Threshold | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Liminal / Glory | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Liminal / Guile | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 3/5 |
Effects
| talent | Glory |
| talent | Corona |
| talent | Align Staff |
| talent | Star Song |
| talent | Guile |
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 lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
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 within2 lumberjacks have died. | done |
Equipment
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
| On head | Murion the rough leather cap (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes resistances: +3% lightning / +10% light / +6% blight / +3% mind / +12% darkness Cut immunity: +20% A cap made of leather. |
| Tool | Emeletira the dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Physical save: +15 (+7 eff.) Knockback immunity: +30% Only die when reaching: -80.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
| On fingers | rogue's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Defense: +6 (+6 eff.) Changes stats: +3 Cun Spellpower: +7 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around waist | hardened leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil Mental save: +7 (+4 eff.) Maximum life: +46.00 A belt that goes around your waist. |
| In main hand | blighted yew starstaff of might (20-24 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 6% chance to disease Changes damage: +20% light Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +11.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | stormwoven elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +11% cold Changes damage: +14% lightning / +10% physical / +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Inventory
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
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. |
enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Strikevagrant the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to disease Damage (Melee): 6 light Damage when hit (Melee): 12 lightning Changes resistances: +6% light / +18% blight Changes resistances penetration: +15% lightning Changes damage: +5% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady voratun gauntlets of strength (+5) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+7 eff.) Physical power: +19 (+10 eff.) Armour: +3 Changes stats: +5 Str Physical save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +46% Metal gloves protecting the hands up to the middle of the lower arm. |
Emelyvena the Glimmerwedge (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% Damage when hit (Melee): 8 light Changes stats: +1 Cun / +6 Con Changes resistances: +5% cold Changes damage: +3% light Allows you to breathe in: water Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked reinforced leather armour of Eyal (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Life regen: +1.00 Maximum life: +40.00 Healing mod.: +10% A suit of armour made of leather. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
46 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. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 261/400. 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. |
quick iron torque of kinetic psionic shield [power 23] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 353 the Cornac Anorithil level 12
40th Dusk 122nd year of Ascendancy at 03:28 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By 353 the Cornac Anorithil level 12
40th Dusk 122nd year of Ascendancy at 03:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By 353 the Cornac Anorithil level 10
77th Pyre 122nd year of Ascendancy at 20:20 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By 353 the Cornac Anorithil level 9
77th Pyre 122nd year of Ascendancy at 19:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By 353 the Cornac Anorithil level 11
2nd Mirth 122nd year of Ascendancy at 12:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By 353 the Cornac Anorithil level 11
3rd Flare 122nd year of Ascendancy at 11:52 see stats
Log
You gain 1.18 gold from the transmogrification of spiked iron plate armour (3 def, 7 armour).
You gain 1.01 gold from the transmogrification of cleansing iron plate armour (3 def, 7 armour).
You gain 1.45 gold from the transmogrification of spiked rough leather armour of acid resistance (1 def, 2 armour).
You gain 1.50 gold from the transmogrification of rough leather gloves of dexterity (+3) (0 def, 1 armour).
You gain 25.00 gold from the transmogrification of Spellhunt Remnants (1 def, 2 armour).
You gain 2.21 gold from the transmogrification of pair of iron boots of tirelessness (0 def, 3 armour).
You gain 1.59 gold from the transmogrification of enveloping linen cloak of Iron Throne (7 def, 0 armour).
You gain 0.46 gold from the transmogrification of rough leather belt of resilience.
You gain 0.25 gold from the transmogrification of elm vilestaff (10-12 power, 2 apr, fire element).
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (2.5-2.75 power, 12 apr, mind damage).
You gain 11.09 gold from the transmogrification of iron mace 'Jetbreeze' (12-16.8 power, 2 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (14.5-18.85 power, 5 apr).
353 deactivates Jumpgate.
There is a Ruins of Kor'Pul here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 52nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:56.
Today is the 53rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:23.
Saving done.
Today is the 54th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:38.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
353 deactivates Glory.
353 deactivates Star Song.
353 deactivates Guile.
353 deactivates Corona.
353 deactivates Align Staff.

































