















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 23 / 48% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 18 on the 31st Dearth 122nd year of Ascendancy at 04:30 0 / 5Killed by Mayyta the armoured skeleton warrior at level 18 on the 31st Dearth 122nd year of Ascendancy at 06:32 Killed by Ce'Niseth the animated hand at level 20 on the 44th Dearth 122nd year of Ascendancy at 19:01 Killed by Adussra the temporal stalker at level 22 on the 21st Loss 122nd year of Ascendancy at 00:39 Killed by Adussra the temporal stalker at level 22 on the 21st Loss 122nd year of Ascendancy at 01:18 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 12 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 69 (base 53) |
| Willpower | 13 (base 10) |
| Cunning | 53 (base 46) |
Resources
| Life | 598/598 |
| Positive | 106/106 |
| Negative | 106/106 |
| Healing Factor | 1.0629415192739 |
| Regeneration | 2.3916184183663 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 16 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +34% |
| Darkness | +35% |
| Cold | +15% |
| Mind | +14% |
| Fire | +20% |
| All | +5% |
Offense: Damage Penetration
| Blight | +15% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 18 (45%) |
| Defense | 21 |
| Ranged Defense | 25 |
| Fatigue | 10 |
| Physical Save | 39 |
| Spell Save | 38 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 7%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 3%( 70%) |
| Mind | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Pinning Resistance | 24% |
| Knockback Resistance | 74% |
| Instadeath Resistance | 100% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 73 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Chant of Fortress |
| talent | Hymn of Perseverance |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by giant lightning ant. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Alrik. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
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 Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 | Harurab the Searorder (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 defense ------ Armor +3 Resistance +6% blight +3% fire other ------- Infravision +1 A pair of boots made of leather. |
| Light source | brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 | Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.99 to 95.97 lightning damage (63.98 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | ash wand of shielding 'Eilinolrata' [power 182] (1/20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +6 Mag defense ------ Defense +10 (+5 eff.) Resistance +15% acid Blind Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +3 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Nerith the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +37 (+12 eff.) Spellpower +7 (+2 eff.) Mindpower +7 (+4 eff.) Damage +5% all Ignore resists +15% arcane Accuracy +10 (+6 eff.) Ignore Armor +3 defense ------ Resistance +5% arcane Rings make your fingers look great! |
| Around waist | Balyrach1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Str +2 Dex +2 Cun +1 Con offense ------ Spellpower +3 (+1 eff.) defense ------ Mind save +6 (+3 eff.) other ------- See Invisibility +6 A belt that goes around your waist. |
| In main hand | Ravenreek (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +6% fire +20% light +12% darkness Ignore resists +15% blight defense ------ Defense +7 (+4 eff.) other ------- Max positive +10.00 Max negative +10.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 135.81 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Lightbloom the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+3 eff.) Damage +6% darkness When Hit 4 light On-Hit (Melee): * 20% chance to slow global speed by 45% * 20% chance to reduce damage dealt by 16% defense ------ Armor +2 Resistance +6% light other ------- Light +3 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 | Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Dourraptor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +9% mind +3% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% acid +6% mind +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +14% temporal Pinning Resist +24% Knockbk Resist +24% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 182; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
elven-silk robe 'Huhir' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +2 Cun +6 Mag offense ------ Damage +19% darkness When Hit 4 mind defense ------ Resistance +28% darkness +15% all other ------- Max psi +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
8 agate0.0 Encumbrance 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. |
83 alchemist agate0.0 Encumbrance 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. |
2 onyx0.0 Encumbrance 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. |
12 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 Encumbrance 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. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
12 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding [power 194] (1/20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Catch that Plumpkin!
Finish the Plumpkin event.By Alrik the Dwarf Anorithil level 20
45th Dearth 122nd year of Ascendancy at 08:20 see stats
Exterminator
Killed 1000 creatures.By Alrik the Dwarf Anorithil level 18
30th Dearth 122nd year of Ascendancy at 12:40 see stats
Level 10
Got a character to level 10.By Alrik the Dwarf Anorithil level 10
3rd Acquisition 122nd year of Ascendancy at 14:00 see stats
Level 20
Got a character to level 20.By Alrik the Dwarf Anorithil level 20
34th Dearth 122nd year of Ascendancy at 04:39 see stats
Size matters
Did over 600 damage in one attack.By Alrik the Dwarf Anorithil level 20
34th Dearth 122nd year of Ascendancy at 21:41 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Alrik the Dwarf Anorithil level 5
19th Voratun 122nd year of Ascendancy at 13:56 see stats
The Arena
Unlocked Arena mode.By Alrik the Dwarf Anorithil level 10
3rd Acquisition 122nd year of Ascendancy at 14:00 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Alrik the Dwarf Anorithil level 18
31st Dearth 122nd year of Ascendancy at 04:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Alrik the Dwarf Anorithil level 20
45th Dearth 122nd year of Ascendancy at 11:00 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Alrik wears (replacing ash wand of shielding [power 194] (4/20 cooldown)): ash wand of shielding 'Eilinolrata' [power 182] (20 cooldown).
You gain 13.56 gold from the transmogrification of Singeonslaught the dwarven-steel pickaxe (dig speed 16 turns).
You gain 3.62 gold from the transmogrification of acidic quiver of yew arrows of vileness (20/20, 138% power, 10 apr).
You gain 3.48 gold from the transmogrification of dwarven-steel mail armour of implacability (3 def, 13 armour).
You gain 11.77 gold from the transmogrification of Gilubar the Galehunt (3 def, 18 armour).
You gain 15.80 gold from the transmogrification of Ivavea the Brandbone (0 def, 3 armour).
You gain 5.11 gold from the transmogrification of verdant cashmere robe of the mind (+13%) (0 def, 0 armour).
You gain 10.62 gold from the transmogrification of Falafast the cashmere cloak (17 def, 10 armour).
You gain 3.98 gold from the transmogrification of blurring hardened leather belt of the vagrant.
You gain 0.75 gold from the transmogrification of yew vilestaff (120% power, 4 apr, darkness element).
You gain 8.31 gold from the transmogrification of void walker's yew magestaff of illumination (120% power, 4 apr, cold element).
You gain 1.25 gold from the transmogrification of arcing dwarven-steel longsword (127% power, 4 apr).
You gain 15.43 gold from the transmogrification of Elesenne (114% power, 3 apr).
You gain 3.85 gold from the transmogrification of elemental dwarven-steel greatsword (142% power, 2 apr).
You gain 20.73 gold from the transmogrification of dwarven-steel dagger 'Tamaldil' (116% power, 7 apr).
You gain 18.10 gold from the transmogrification of Skyglory (115% power, 7 apr).
You gain 5.21 gold from the transmogrification of flaming dwarven-steel battleaxe of the mystic (141% power, 2 apr).
You gain 3.96 gold from the transmogrification of elemental dwarven-steel battleaxe of massacre (161% power, 2 apr).
You gain 0.10 gold from the transmogrification of steel ring.
There is a Entrance to a ruined dungeon 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.
Saving game...
Saving done.
A shield forms around Alrik.































































