
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This 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 Forbidden Cults 1.7.4Official 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 Adventure |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 16 / 65% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 25 (base 25) |
| Magic | 49 (base 43) |
| Willpower | 17 (base 13) |
| Cunning | 24 (base 16) |
Resources
| Life | 431/431 |
| Mana | 223/223 |
| Soul | 8/9 |
| Healing Factor | 1.3445178243369 |
| Regeneration | 17.545957607597 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 11 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +33% |
| Nature | +5% |
| Fire | +3% |
| Arcane | +15% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 23 |
| Mental Save | 14 |
Defense: Resistances
| Physical | + 9%( 70%) |
| Lightning | + 15%( 70%) |
| Nature | + 20%( 70%) |
| Fire | + 16%( 70%) |
| Darkness | + 21%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 16%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Disarm Resistance | 22% |
| Knockback Resistance | 20% |
| Confusion Resistance | 63% |
| Stun Resistance | 46% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| 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 343 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1353% for 10 turns (162 total) and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Reaping |
| talent | Utterly Destroyed |
| talent | Erupting Shadows |
| talent | Grim Shadow |
| talent | Spikes of Decrepitude |
| talent | Hiemal Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed length of troll intestine. * You've found the needed red crystal shard. | 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 |
Equipment
| On feet | Elodarin the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun +4 Dex dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +1 Silence- +22% Confus- +23% Stun/Frz- +24% ---------- misc Light +3 A pair of boots made of leather. |
| Light source | Adaremina the Demonbile2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +3% darkness Max.HP +44.00 ---------- misc Light +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. |
| On head | rough leather cap 'Murkrage' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% darkness Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +4% physical ---------- misc Max.vim +20.00 A cap made of leather. |
| Tool | iron pickaxe 'Frozenstar' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag dps ---------- Spell.crit +1% Dmg.mod +5% nature +6% cold Melee Ret 4 cold ----- def ----- Resists +10% nature ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +21.00 Disarm- +22% Pinning- +22% Knockbk- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +41.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
| Around waist | rough leather belt 'Blindraptor'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +3% fire Res.pen +10% darkness ----- def ----- Resists +5% arcane +3% fire Anom.red +11 Max.HP +60.00 ---------- misc Max.mana +33.00 Max.stam +25.00 Max.hate +11.00 Max.psi +21.00 Max.vim +20.00 Max.P.En +21.00 Max.N.En +21.00 A belt that goes around your waist. |
| In main hand | cruel ash bonestaff of might (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Dex +2 Mag +3 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +30.00 HP.reg +5.80 Heal.mod +11% A suit of armour made of leather. |
| Cloak | Hirerach the linen cloak (11 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +11 (+5 eff.) Resists +6% nature +12% cold Spell.save +3 (+1 eff.) Die.at -20.00 life Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Draderab'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +10% lightning +9% fire +3% darkness Confus- +20% Stun/Frz- +22% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
Inventory
Zerasagrim the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun +8 Con dps ---------- Mov.spd +10% On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Fatigue -5% Resists +6% darkness HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Porunn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Apr +1 On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
Growrip (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Cun +1 Dex dps ---------- Res.pen +20% mind +10% arcane Acc +3 (+3 eff.) Apr +4 On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+0 eff.) Mind.save +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
70 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. |
Dourglean (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +3.0% Crit.mult +5.00% Melee Ret 2 darkness ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Purestar the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +5 Str +1 Mag dps ---------- Dmg.mod +3% nature Melee Ret 6 nature ---------- misc Light +8 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DroedNECR the Higher Necromancer level 10
61st Dusk 122nd year of Ascendancy at 14:28 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By DroedNECR the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 07:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DroedNECR the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 18:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DroedNECR the Higher Necromancer level 12
5th Haze 122nd year of Ascendancy at 06:30 see stats
Log
You gain 1.68 gold from the transmogrification of steel mail armour of resilience (2 def, 6 armour).
You gain 2.50 gold from the transmogrification of impenetrable dwarven-steel mail armour of acid resistance (3 def, 13 armour).
You gain 1.70 gold from the transmogrification of rough leather cap of knowledge (0 def, 1 armour).
You gain 0.81 gold from the transmogrification of linen wizard hat of nature (+16%) (1 def, 0 armour).
You gain 10.47 gold from the transmogrification of iron helm 'Emoyatha' (0 def, 3 armour).
You gain 0.64 gold from the transmogrification of cleansing rough leather cap (0 def, 1 armour).
You gain 2.11 gold from the transmogrification of psychic's iron gauntlets of dexterity (+3) (0 def, 1 armour).
You gain 5.56 gold from the transmogrification of traveler's pair of iron boots of speed (0 def, 3 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 1.32 gold from the transmogrification of mindwoven woollen robe of nature (+19%) (0 def, 0 armour).
You gain 7.94 gold from the transmogrification of Cyruvena the rough leather belt.
You gain 0.45 gold from the transmogrification of iron waraxe of massacre (113% power, 2 apr).
You gain 0.75 gold from the transmogrification of acidic iron waraxe (103% power, 2 apr).
You gain 3.32 gold from the transmogrification of shimmering ash magestaff of fate (111% power, 3 apr, arcane element).
You gain 0.25 gold from the transmogrification of mossy mindstar (72% power, 12 apr, mind damage).
You gain 1.45 gold from the transmogrification of gifted vined mindstar of balance (85% power, 18 apr, mind damage).
You gain 2.12 gold from the transmogrification of blooming mossy mindstar of resolve (75% power, 12 apr, mind damage).
You gain 0.75 gold from the transmogrification of arcing iron longsword (104% power, 2 apr).
You gain 7.93 gold from the transmogrification of ash longbow 'Chargequench'.
You gain 2.38 gold from the transmogrification of flaming steel greatsword of erosion (125% power, 2 apr).
You gain 3.82 gold from the transmogrification of steel dagger of evisceration (105% power, 6 apr).
You gain 2.27 gold from the transmogrification of hateful steel dagger of massacre (115% power, 6 apr).
You gain 11.84 gold from the transmogrification of Frostraptor the steel dagger (103% power, 6 apr).
You gain 1.10 gold from the transmogrification of marksman's copper ring.
You gain 1.93 gold from the transmogrification of shielding rune of the sneak (absorb 218; dur 3; cd 17).
You gain 1.65 gold from the transmogrification of biting gale rune of the titan (damage 90; dur 4; cd 21).
There is a way to the previous level here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.






















































































