









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Archer |
| Level / Exp | 18 / 90% |
| Size | small |
| Lifes / Deaths | Killed by Neribrema the alchemist golem at level 16 on the 55th Dusk 122nd year of Ascendancy at 15:38 3 / 2Killed by Iveda the rogue at level 18 on the 65th Dusk 122nd year of Ascendancy at 06:00 |
Primary Stats
| Strength | 23 (base 16) |
| Dexterity | 55 (base 40) |
| Constitution | 16 (base 10) |
| Magic | 24 (base 10) |
| Willpower | 50 (base 22) |
| Cunning | 45 (base 25) |
Resources
| Life | 369/369 |
| Stamina | 264/264 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 8.7002614928997 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 32.045069181528 |
| See Invisible | 41.045069181528 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 58 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Light | +3% |
| Arcane | +3% |
| Mind | +6% |
| Lightning | +10% |
Offense: Damage Penetration
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 6 (57.155997060385%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 32 |
| Mental Save | 29 |
Defense: Resistances
| Nature | + 11%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 11%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 11%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
| Poison Resistance | 71% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 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 12%, your defense is increased by 12 and all your resistances by 12%. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 18. Mobile Defense |
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. | active |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by large white snake. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by giant yellow ant. Escort: worried loremaster (level 1 of Old Forest) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Wrathroot. * 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Bokorach' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | psychokinetic quiver of ash arrows (16/18, 22-30 power, 7 apr)3.0 T2 arrow ammo [Ego+] Psionic Power 21.5 - 30.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | Voruda the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +6 Wil ----- def ----- Max.HP +42.00 ---------- misc Light +3 See.Invis +9 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 | prismatic rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
| Tool | Bloombait the elm totem of summon tentacle [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% nature Melee Ret 6 acid 6 fire On Hit (Melee): * 10% chance to slow global speed by 56% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 257 Base Damage: 117 Armor: 4 All Resist: 3 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around waist | Cyrekira1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Dmg.mod +3% arcane Melee Ret 4 arcane ----- def ----- Max.HP +32.00 ---------- misc Max.mana +20.00 A belt that goes around your waist. |
| In main hand | enhanced elm longbow of acid4.0 T1 longbow 2H weapon [Ego+] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 acid While equipped: Stats +6 Str +5 Dex +8 Mag +8 Wil +6 Cun +5 Con dps ---------- Dmg.mod +14% acid Longbows are used to shoot arrows at your foes. |
| On hands | dwarven-steel gauntlets 'Shinebore' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Dex +4 Mag +3 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +2 Fatigue +3% Crit.chn- 10.00% HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 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 | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 57.39 to 172.16 lightning damage (114.77 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | linen cloak 'Duathelriver' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Str +2 Mag +2 Wil dps ---------- Melee Ret 4 arcane ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Spell.save +7 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +42.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Cun ----- def ----- Resists +11% nature +11% blight Poison- +21% Disease- +22% Amulets make your neck look great! |
Inventory
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman 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 (+3 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. |
elm longbow4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 A belt that goes around your waist. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Prismclamor (1 def, 4 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +25% light +5% physical ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +16% lightning Phys.save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
quiver of elm arrows (19/19, 14-19 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of accuracy (14/14, 15-21 power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 15.0 - 21.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
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. |
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. |
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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +42.00 Heal.mod +11% ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
2 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. |
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. |
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
Curse Lifter
Killed Ben Cruthdar the Cursed.By ran the Yeek Archer level 13
2nd Dusk 122nd year of Ascendancy at 09:23 see stats
Level 10
Got a character to level 10.By ran the Yeek Archer level 10
3rd Summertide 122nd year of Ascendancy at 08:08 see stats
The Arena
Unlocked Arena mode.By ran the Yeek Archer level 13
4th Flare 122nd year of Ascendancy at 17:04 see stats
Log
Talent Called Shots is ready to use.
Talent Infusion: Regeneration is ready to use.
Burning from Iveda the rogue hits ran for 10 fire damage.
Ran's Shoot hits Shadowblade for 68 physical, 11 acid, 9 physical (88 total damage).
Iveda the rogue's Channel Staff hits ran for 50 fire damage.
ran the level 18 yeek archer was slowly cooked to death by Iveda the rogue on level 1 of The Maze.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Iveda the rogue's Channel Staff killed ran!
Saving game...
Saving done.
Talent Steady Shot is ready to use.
Ran for 2 turns (stop reason: interesting character).
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.
You are sent back to the material plane!
Saving game...
Saving done.
You gain 4.34 gold from the transmogrification of bright brass lantern of clarity.
You gain 0.02 gold from the transmogrification of brass lantern.
You gain 3.30 gold from the transmogrification of steel shield of shrapnel (0 def, 4 armour, 41 block).
You gain 1.75 gold from the transmogrification of radiant dwarven-steel gauntlets of magic (+2) (0 def, 2 armour).
You gain 1.41 gold from the transmogrification of cured leather sling of fire.
You gain 0.50 gold from the transmogrification of steel mace (14-20 power, 3 apr).
You gain 1.67 gold from the transmogrification of dwarven-steel longsword of erosion (23-32 power, 4 apr).
You gain 2.25 gold from the transmogrification of hateful steel greatmaul (28-41 power, 2 apr).
You gain 1.69 gold from the transmogrification of biting gale rune of the sneak (damage 138; dur 4; cd 22).
There is an exit to the worldmap here (press '' or right click to use).









































































