




Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Additional Randart Properties 1.5.5 New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Talent Training 1.5.10Add an option to buy points at Last Hope's Elder True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Convenient Digging 1.5.5 ID leveling after main company 1.5.5Addon allows to level up above lvl 50 in ID after completing main company. Only Ruined Dungeon is changed. Unlike Infinite500 addon, which is much deeper, there no other changes. When winner complete Ruined Dungeon quest and entering to Infinite Dungeon: Gem Chest 1.5.3Extract Gems is now automatically used in the TransmoChest without needing an upgrade. CHANGES IN 1.1 CHANGES IN 1.1.1 Cat Point Cap Boost 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: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Less Shaders 1.5.10Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Mardrop |
Class | Adventurer |
Level / Exp | 470 / 12% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 529 (base 100) |
Dexterity | 573 (base 100) |
Constitution | 433 (base 100) |
Magic | 270 (base 100) |
Willpower | 144 (base 100) |
Cunning | 276 (base 100) |
Resources
Mana | 3311/3474 |
Psi | 191/224 |
Vim | 1956/1956 |
Life | 31336/31339 |
Positive | 1437/1437 |
Stamina | 1765/1842 |
Healing Factor | 2.1273620287422 |
Regeneration | 4.78656456467 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 9 |
See Stealth | 115.63456951991 |
See Invisible | 116.63456951991 |
Offense: Mainhand
Damage | 172 |
Accuracy | 151 |
Crit Chance | 102% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 167 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 92 |
Crit Chance | 81% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +107% |
Light | +264% |
Temporal | +96% |
Fire | +417% |
Arcane | +86% |
Mind | +27% |
Nature | +86% |
Offense: Damage Penetration
Nature | +88% |
Lightning | +88% |
Light | +88% |
Temporal | +88% |
Mind | +62% |
Arcane | +88% |
Fire | +88% |
All | +2% |
Defense: Base
Armour (hardiness) | 176.55121162846 (88.607947236566%) |
Defense | 125 |
Ranged Defense | 125 |
Fatigue | 8 |
Physical Save | 155 |
Spell Save | 79 |
Mental Save | 73 |
Defense: Resistances
Acid | + 70%( 70%) |
Arcane | + 95%(156%) |
Cold | + 70%( 70%) |
All | + 67%( 70%) |
Lightning | +100%(156%) |
Light | +100%(156%) |
Temporal | + 95%(156%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | +100%(156%) |
Nature | + 95%(156%) |
Defense: Immunities
Poison Resistance | 72% |
Instadeath Resistance | 100% |
Inscriptions (2/3)
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. |
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. |
Class Talents
Cunning / Shadow magic | 1.20 |
| 1/5 |
| 47/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 1.00 |
| 47/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.00 |
| 43/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.00 |
| 47/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.00 |
| 47/5 |
| 5/5 |
| 47/5 |
| 0/5 |
Spell / Enhancement | 2.80 |
| 1/5 |
| 7/5 |
| 1/5 |
| 47/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 46/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 47/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 35/5 |
| 15/5 |
| 12/5 |
| 47/5 |
Technique / Combat training | 1.00 |
| 46/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Race / Mardrop | 1.00 |
| 30/5 |
| 43/5 |
| 2/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 8/5 |
| 13/5 |
| 1/5 |
| 46/5 |
Effects
talent | Flame Infusion |
talent | Augmentation |
talent | Fiery Hands |
talent | Shock Hands |
talent | Dark Ritual |
talent | Chant of Fortress |
talent | Beyond the Flesh |
Quests
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The shadows that were summoned to hide the Midnight Training Camp are restless and becoming aggressive. * Quell them and seek out the cause. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Equipment
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +50 (+7 eff.) Physical crit. chance: +20.0% Defense: +60 (+9 eff.) Changes stats: +10 Mag / +10 Cun / +20 Con Changes resistances: +30% light Changes resistances penetration: +60% mind Changes damage: +27% mind Critical mult.: +120.00% Physical save: +24 (+3 eff.) Spell save: +54 (+11 eff.) Poison immunity: +72% Spellpower on spell critical (stacks up to 3 times): +36 Hate per kill: +16.00 Mindpower: +45 (+8 eff.) Talent on hit(mindpower): Distortion Bolt (15% chance level 5). Talent on hit(mindpower): Flamespit (5% chance level 2). It can be used to setup a psionic shield, reducing all damage taken by 29 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Psionic focus | ![]() 0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Con Changes resistances: +7% physical Reduces incoming crit damage: 10.00% Stamina each turn: +0.20 Light radius: +1 Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 4 light Changes stats: +1 Dex Changes resistances: +9% cold Changes damage: +10% temporal Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 965.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Additional 10 bright light damage Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Light radius: +3 See stealth: +5 See invisible: +6 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 | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +5 Wil / +3 Cun Mental save: +7 (+2 eff.) Mindpower: +4 (+0 eff.) Light radius: +2 A cap made of leather. |
Main armor | ![]() Requires: - Massive armour training - Strength 22 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +6 Str / +5 Wil / +5 Cun Changes resistances: +12% darkness / +7% physical Mental save: +13 (+3 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Quartz Sceptre (10-14 power, 4 apr) Quartz Sceptre (10-14 power, 4 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 1 Base power: 10.0 - 14.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 arcane When wielded/worn: Changes damage: +10% light Spellpower: +6 (+1 eff.) Though the crystal on the end refracts light in unexpected ways, this Sceptre is still strong enough to give out a good beating. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 84% Wil, 124% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Life regen 4% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 nuummite 6 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% When used as an alchemist bomb: Life regen 2% of max life Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+4 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+4 eff.) Changes damage: +8% all When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 verdite 6 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+2 eff.) Changes damage: +2% all When used as an alchemist bomb: Additional 10 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 153 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. |
![]() Powered 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. |
5 tiny geode 5 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used as an alchemist bomb: Additional 10 physical damage Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 10 bright light damage Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By 01.09.023 the Mardrop Adventurer level 10
74th Pyre 122nd year of Ascendancy at 12:26 see stats
By 01.09.023 the Mardrop Adventurer level 20
74th Pyre 122nd year of Ascendancy at 12:26 see stats
By 01.09.023 the Mardrop Adventurer level 30
74th Pyre 122nd year of Ascendancy at 12:26 see stats
By 01.09.023 the Mardrop Adventurer level 40
74th Pyre 122nd year of Ascendancy at 12:26 see stats
By 01.09.023 the Mardrop Adventurer level 50
74th Pyre 122nd year of Ascendancy at 12:26 see stats
By 01.09.023 the Mardrop Adventurer level 428
79th Pyre 122nd year of Ascendancy at 13:03 see stats
By 01.09.023 the Mardrop Adventurer level 375
76th Pyre 122nd year of Ascendancy at 18:40 see stats
By 01.09.023 the Mardrop Adventurer level 179
74th Pyre 122nd year of Ascendancy at 17:38 see stats
By 01.09.023 the Mardrop Adventurer level 179
74th Pyre 122nd year of Ascendancy at 17:38 see stats
By 01.09.023 the Mardrop Adventurer level 199
74th Pyre 122nd year of Ascendancy at 18:53 see stats
By 01.09.023 the Mardrop Adventurer level 465
1st Mirth 122nd year of Ascendancy at 09:17 see stats
By 01.09.023 the Mardrop Adventurer level 465
1st Mirth 122nd year of Ascendancy at 09:17 see stats
Log
01.09.023 deactivates Flame Infusion.
01.09.023 activates Flame Infusion.
01.09.023 deactivates Augmentation.
01.09.023 activates Augmentation.
01.09.023 deactivates Fiery Hands.
01.09.023 activates Fiery Hands.
01.09.023 deactivates Shock Hands.
01.09.023 activates Shock Hands.
01.09.023 deactivates Dark Ritual.
01.09.023 activates Dark Ritual.
01.09.023 deactivates Chant of Fortress.
01.09.023 activates Chant of Fortress.
01.09.023 deactivates Beyond the Flesh.
01.09.023 activates Beyond the Flesh.
Resting starts...
Talent Throw Bomb is ready to use.
01.09.023 is no longer surging arcane power.
Rested for 17 turns (stop reason: all resources and life at maximum).
You notice a trap (Weaver young's sticky web)!
There is a ladder to the next level here (press '' or right click to use).
Ran for 36 turns (stop reason: at exit).
01.09.023 wears: champion's rough leather cap of knowledge (0 def, 1 armour).
You extract agate from healer's iron sceptre of cold (11-15 power, 2 apr)
You gain 4.00 gold from the transmogrification of agate.
There is a ladder to the previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.