











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.5.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. magebow class v18 1.3.1More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Easy Adventure |
| Sex | Female |
| Race | Sunwalker |
| Class | Sun Paladin |
| Level / Exp | 50 / 3413% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 120 (base 60) |
| Dexterity | 76 (base 60) |
| Constitution | 71 (base 60) |
| Magic | 84 (base 60) |
| Willpower | 75 (base 60) |
| Cunning | 79 (base 60) |
Resources
| Mana | 759/759 |
| Negative | 0/197 |
| Life | 1778/1778 |
| Positive | 186/187 |
| Stamina | 436/436 |
| Healing Factor | 2.5 |
| Regeneration | 45.314304309766 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 9 |
| See Stealth | 76.34259697063 |
| See Invisible | 91.34259697063 |
Offense: Mainhand
| Damage | 228 |
| Accuracy | 67 |
| Crit Chance | 42% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +26% |
| Temporal | +9% |
| Blight | +10% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +44% |
| Light | +10% |
| Temporal | +12% |
| Blight | +55% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 71.268591263751 (89.859154929577%) |
| Defense | 37 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 58 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 39%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 31%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 12% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 84% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1289% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 226 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 509 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 151.16 to 453.47 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1210% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Eclipse | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Glyphs | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Undead / Sunwalker | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 0.80 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Light |
| beneficial effect | The target is surrounded by a magical shield, absorbing 313/313 damage before it crumbles. Damage Shield |
| beneficial effect | Increases the effectiveness of all healing the target receives by 45%. Empowered Healing |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+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 |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 112. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed sandworm tooth. * You've found the needed pouch of bone giant dust. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | reinforced pair of drakeskin leather boots of void walking (0 def, 12 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +19% darkness +12% temporal ----- def ----- Armour +12 Fatigue +5% Resists +13% acid +19% temporal +20% darkness +10% fire +15% cold +11% lightning Def/telep +19 Res/telep +15% Dur/telep +22% A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | scorching dwarven lantern of the sun1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% light Melee Ret 23 fire ----- def ----- Resists +12% darkness +10% fire Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 48.92 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | dwarven-steel helm 'Willowobeisance' (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex +6 Mag +3 Cun dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +2.10 Equi/ret +1.80 Light +3 Infravis +3 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | alchemist's voratun gauntlets of the starseeker (0 def, 3 armour)1.5 T5 hands armor [Ego++] Arcane While equipped: Stats +9 Mag +4 Wil +4 Cun dps ---------- Melee+ 3 acid 7 fire 7 cold 8 lightning ----- def ----- Armour +3 Resists +8% light +8% darkness ---------- misc Infravis +1 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +5 ice +27 fire +26 acid +14 lightning On Crit.r2 +36 light +50 darkness Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 72.95 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | painweaver's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +65.00 HP.reg +0.60 Heal.mod +14% Rings can have magical properties. |
| On fingers | mule's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -8% Max.HP +57.00 HP.reg +1.20 Heal.mod +20% ---------- misc Max.enc +25 Rings can have magical properties. |
| Around neck | Alaruinaridur the steel amulet0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) S.pwr/crit +8 Res.pen +25% blight ----- def ----- Resists +5% arcane Spell.save +9 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +12% ---------- misc Mana/turn +0.08 Amulets can have magical properties. |
| In main hand | stralite longsword 'Noonpain' (45-63 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Master Power 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 light While equipped: dps ---------- Res.pen +25% blight Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +9% light Sharp, long, and deadly. |
| Around waist | Nightstalker of the Blightspawn1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +11% Dmg.mod +9% light Res.pen +5% blight On Melee Ret: * 40% chance to disease * 23% chance to inflict 15% damage reduction ----- def ----- Resists +13% fire +9% light +13% cold HP.reg +2.70 Heal.mod +28% ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | acidic voratun shield of crushing (12 def, 3 armour, 76-91.2 power, 206 block)7.0 T5 shield armor [Ego+] Nature/Master When used to Attack: Power 76.0 - 91.2 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +206 On Hit: * 15% chance to corrode armour by 30% On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +8 (+2 eff.) Melee+ 8 acid Melee Ret 11 acid ----- def ----- Armour +3 Defense +12 (+5 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
| Cloak | Bokygen the elven-silk cloak (11 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Phasing +20% Acc +24 (+6 eff.) Melee Ret 12 arcane ----- def ----- Defense +11 (+5 eff.) Fatigue -7% Phys.save +20 (+7 eff.) Max.HP +151.00 ---------- misc Max.mana +40.00 Max.stam +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gloomwolf of the Blightspawn (9 def, 34 armour)17.0 T5 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% darkness +3% temporal Res.pen +25% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 34% chance to disease * 45% chance to inflict 15% damage reduction ----- def ----- Armour +34 Defense +9 (+4 eff.) Fatigue +26% Max.HP +126.00 HP.reg +5.40 Heal.mod +53% A suit of armour made of metal plates. |
Inventory
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 268 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+3 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+3 eff.) Unleash a destructive wail, destroying terrain and dealing 532.12 physical damage (based on Magic) in a radius of 3. Uses 35 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
savior's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +18% acid +22% fire +18% lightning +17% cold Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+3 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 50% Mag, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Blackdare of the Blightspawn (42.5-59.5 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Disrupt/Master Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 acid On Crit.r2 +4 acid On Hit: 20% Netherblast 5 On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% physical Res.pen +27% physical Acc +9 (+2 eff.) Apr +28 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +14% acid +14% fire +17% lightning +17% cold Crit.dmg- 10.00% Spell.save +12 (+3 eff.) On Spell Hit: 20% Netherblast 5 Sharp, long, and deadly. |
glacial steel longsword of projection (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Nature/Psionic Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +9 ice On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +6% cold ----- def ----- Armour +6 Sharp, long, and deadly. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 200% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
blurring drakeskin leather belt of life1.0 T5 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +19 (+7 eff.) Stealth +11 HP.reg +2.60 Heal.mod +27% A belt that goes around your waist. |
reinforced drakeskin leather belt of containment1.0 T5 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +10 (+4 eff.) Phys.save +14 (+5 eff.) Anom.red +15 Max.HP +94.00 ---------- misc Max.mana +64.00 Max.stam +50.00 Max.hate +20.00 Max.psi +33.00 Max.vim +31.00 Max.P.En +26.00 Max.N.En +32.00 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Duskjam of the Blightspawn (0 def, 8 armour)1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag +6 Wil +2 Cun dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Melee+ 14 arcane 12 blight Dmg.mod +10% blight On Melee Ret: * 28% chance to disease * 46% chance to inflict 15% damage reduction ----- def ----- Armour +8 Resists +7% arcane +6% blight Mind.save +11 (+3 eff.) Max.HP +68.00 Heal/summ +10 Unarmed combat: Power 40.0 - 56.0 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.1% dam / acc Acc +10 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +12 arcane On Crit.r2 +12 blight +4 temporal On Hit: 10% Battle Shout 5 On Hit: 20% Soul Rot 5 On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of sorrow (0 def, 3 armour)1.5 T5 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Mind.pwr +7 (+2 eff.) Melee+ 7 acid 20 darkness 7 cold 8 fire 33 mind 6 lightning On Hit (Melee): * 20% chance to cause random gloom ----- def ----- Armour +3 Mind.save -9 (-5 eff.) Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +10 ice +23 fire +20 acid +24 lightning On Hit: 10% Reproach 5 Ruined Earth: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's hardened leather gloves of archery (0 def, 2 armour)1.0 T3 hands armor [Ego++] Master While equipped: Stats +3 Str +6 Dex +5 Cun dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit / acc Acc +13 Apr +10 Crit +9.0% Atk.spd 100% On Hit: 10% Set Up 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
champion's dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +4 Dex +3 Wil +4 Cun dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% Mind.save +8 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's voratun helm (0 def, 5 armour)3.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +2 Wil ----- def ----- Armour +5 Fatigue +5% Mind.save +9 (+3 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
hardened dwarven-steel mail armour of implacability (3 def, 19 armour)14.0 T3 heavy armor [Ego++] Master While equipped: ----- def ----- Armour +19 Defense +3 (+2 eff.) Fatigue +10% Resists +7% acid +8% physical +7% cold +8% lightning +8% fire Phys.save +8 (+3 eff.) A suit of armour made of mail. |
spiked drakeskin leather armour of Eyal (5 def, 8 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 15 physical ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Max.HP +83.00 HP.reg +1.80 Heal.mod +20% A suit of armour made of leather. |
troll-hide drakeskin leather armour of lightning resistance (5 def, 8 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Resists +18% lightning Max.HP +50.00 HP.reg +13.60 Heal.mod +22% A suit of armour made of leather. |
deflecting voratun shield of crushing (21 def, 3 armour, 77-92.4 power, 191 block)7.0 T5 shield armor [Ego+] Master When used to Attack: Power 77.0 - 92.4 Physical Uses 50% Mag, 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +191 On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +3 Defense +21 (+8 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Proj.evade +8% ---------- misc Talents +5 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
68 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
burglar's dwarven lantern of corpselight1.0 T5 lite [Ego++] Arcane/Master While equipped: Stats +6 Cun dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +9% blight +13% darkness ---------- misc Light -6 Infravis +11 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 35 blight damage or heals 48 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +11% ---------- misc Light +5 See.Stealth +7 See.Invis +9 Track: Puts all charms on 24 cooldown Level 3.3 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 6 turns. The radius will increase with your Cunning. 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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You escaped the tentacle!
Ulimalet wears (replacing blurring drakeskin leather belt of life): Nightstalker of the Blightspawn.
Ulimalet receives 136 healing from Ulimalet's healing light area effect.
You gain 7.90 gold from the transmogrification of coruscating dwarven-steel shield of radiance (8 def, 2 armour, 31.5-37.8 power, 87 block).
You gain 25.00 gold from the transmogrification of stralite mail armour 'Elera' (4 def, 14 armour).
You gain 25.00 gold from the transmogrification of Sepsisquake the hardened leather cap (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of hardened leather belt 'Smolderborn'.
You gain 0.10 gold from the transmogrification of hardened leather belt.
You gain 6.63 gold from the transmogrification of balanced stralite waraxe of the leech (32-44.8 power, 5 apr).
You gain 3.16 gold from the transmogrification of potent yew magestaff of might (26-31.2 power, 4 apr, cold element).
You gain 25.00 gold from the transmogrification of Radhobers the Phlegmrebel (9.5-10.45 power, 24 apr, nature damage).
You gain 3.75 gold from the transmogrification of quick stralite dagger (25.5-33.15 power, 9 apr).
You gain 2.85 gold from the transmogrification of phase door rune (range 13; power 34; dur 6).
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.
Ulimalet deactivates Weapon of Light.
The shield around Ulimalet crumbles.




































































































































