









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Temporal Warden |
| Level / Exp | 15 / 99% |
| Size | big |
| Lifes / Deaths | Killed by elven corruptor at level 13 on the 13rd Dusk 122nd year of Ascendancy at 00:40 4 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 45 (base 31) |
| Constitution | 17 (base 10) |
| Magic | 41 (base 41) |
| Willpower | 18 (base 12) |
| Cunning | 17 (base 10) |
Resources
| Life | 385/385 |
| Mana | 104/104 |
| Paradox | 320 |
| Healing Factor | 1.0629415192739 |
| Regeneration | 0.26573537981849 |
Speed
| Mental | -3.3306690738755E-14% |
| Attack | -3.3306690738755E-14% |
| Movement | +51.80425806594% |
| Spell | -3.3306690738755E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 10.344932627163 |
| See Invisible | 10.344932627163 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 57 |
| Crit Chance | 9% |
| APR | 14 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Acid | +8% |
| Light | +13% |
| Mind | +5% |
| Cold | +12% |
| Arcane | +5% |
| Fire | +13% |
| All | +2% |
Offense: Damage Penetration
| Physical | +5% |
| Arcane | +5% |
| Cold | +8% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 5 |
| Physical Save | 20 |
| Spell Save | 23 |
| Mental Save | 12 |
Defense: Resistances
| Darkness | + 28%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 32%( 70%) |
| Cold | + 21%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 22%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Temporal Hounds |
| talent | Premonition |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 | grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | tundral quiver of elm arrows of wind (15/15, 16-22 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 15.5 - 21.7 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Proj.spd +200% Ranged+ +17 cold On Crit.r2 +8 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Dagichak'1.0 T3 lite [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Acc +20 (+6 eff.) Apr +1 ---------- misc Stam/turn +3.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Demonraptor (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% arcane +11% fire Res.pen +5% arcane +10% temporal ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +16% fire A pointy cloth hat, very wizardly... |
| Tool | elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (112 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings make your fingers look great! |
| On fingers | copper ametrine ring0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Mind.pwr +6 (+3 eff.) Dmg.mod +2% all Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Kyharayon the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +5% physical +10% temporal ----- def ----- Spell.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Duvigar the dwarven-steel gauntlets (20 def, 11 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Melee+ 7 physical Dmg.mod +6% acid +3% physical Acc +15 (+5 eff.) ----- def ----- Armour +11 Defense +20 (+6 eff.) Fatigue +3% Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | enveloping linen cloak of the voidstalker (6 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +11% darkness +10% temporal Phys.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elenne the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Wil +1 Cun +3 Con dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% mind +12% temporal Pinning- +20% Knockbk- +24% Amulets make your neck look great! |
Inventory
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 305 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Prismatic Rune (6 turns; acid, physical, light, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 light, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
keeper's elm longbow of true flight4.0 T1 longbow 2H weapon [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +14% physical +12% temporal Res.pen +8% physical +8% temporal Acc +9 (+3 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
mindwoven woollen robe of fire (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +14% fire ----- def ----- Resists +9% all +21% fire Mind.save +15 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 T1 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. |
linen cloak 'Sileldann' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +3% light +11% cold Phys.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ce'Narialaith the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Wil +2 Cun +2 Con dps ---------- Dmg.mod +11% darkness Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness ---------- misc Stam/turn +1.00 Infravis +3 A pointy cloth hat, very wizardly... |
Flashresolve the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +1 Wil +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +9% cold +3% mind +6% light ---------- misc Breathe water A cap made of leather. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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 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. |
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. |
66 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Skelly the Skeleton Temporal Warden level 10
8th Mirth 122nd year of Ascendancy at 13:29 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Skelly the Skeleton Temporal Warden level 9
5th Mirth 122nd year of Ascendancy at 00:02 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Skelly the Skeleton Temporal Warden level 12
3rd Flare 122nd year of Ascendancy at 19:53 see stats
Log
You gain 0.75 gold from the transmogrification of hardened leather sling.
You gain 11.35 gold from the transmogrification of Shimmerbloom the dwarven-steel dagger (21-27 power, 7 apr).
You gain 1.25 gold from the transmogrification of steel dagger of projection (12-15 power, 6 apr).
You gain 1.98 gold from the transmogrification of hateful steel dagger (14-18 power, 6 apr).
You gain 2.57 gold from the transmogrification of arcing steel waraxe of daylight (12-16 power, 3 apr).
You gain 4.63 gold from the transmogrification of balanced iron mace of the mystic (12-16 power, 2 apr).
You gain 2.75 gold from the transmogrification of acidic dwarven-steel greatsword of phasing (36-58 power, 21 apr).
You gain 3.40 gold from the transmogrification of truestriking steel greatsword (23-37 power, 2 apr).
You gain 3.05 gold from the transmogrification of chilling iron greatmaul of vileness (17-26 power, 1 apr).
You gain 3.23 gold from the transmogrification of flaming dwarven-steel battleaxe of phasing (33-50 power, 12 apr).
You gain 11.34 gold from the transmogrification of Cloudpower (24-29 power, 4 apr, acid element).
You gain 2.92 gold from the transmogrification of surging ash vilestaff of might (15-18 power, 3 apr, fire element).
You gain 2.63 gold from the transmogrification of surging ash starstaff (15-18 power, 3 apr, physical element).
You gain 2.05 gold from the transmogrification of earthen ash starstaff (15-18 power, 3 apr, darkness element).
You gain 3.00 gold from the transmogrification of Eclipse (18-22 power, 4 apr, darkness element).
You gain 1.77 gold from the transmogrification of mule's steel ring of fire (+22%).
You gain 2.50 gold from the transmogrification of restful steel amulet of willpower (+3).
You gain 0.63 gold from the transmogrification of healing infusion (heal 46; cd 10).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 35th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:15.
Today is the 36th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:25.
Talent Precognition is ready to use.

















































































