










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Merchant on the Map 1.1.0Select your Escorts 1.5.10Allows 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 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 13 / 39% |
| Size | big |
| Lifes / Deaths | Killed by thief at level 10 on the 25th Profit 122nd year of Ascendancy at 05:05 3 / 1 |
Primary Stats
| Strength | 57 (base 39) |
| Dexterity | 8 (base 10) |
| Constitution | 30 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 40 (base 29) |
| Cunning | 17 (base 10) |
Resources
| Life | 435/435 |
| Hate | 46/100 |
| Equilibrium | 0 |
| Healing Factor | 1.1803109653422 |
| Regeneration | 1.593419803212 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.722851137643% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 127 |
| Accuracy | 31 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Light | +6% |
| Fire | +21% |
| All | +0% |
Offense: Damage Penetration
| Physical | +13% |
| Lightning | +10% |
| Mind | +20% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 11.335093952971 (48.103448275862%) |
| Defense | 21 |
| Ranged Defense | 26 |
| Fatigue | 18 |
| Physical Save | 35 |
| Spell Save | 21 |
| Mental Save | 27 |
Defense: Resistances
| Nature | 12%( 70%) |
| Lightning | 8%( 70%) |
| Darkness | 9%( 70%) |
| Cold | 6%( 70%) |
| Blight | 9%( 70%) |
| Acid | 9%( 70%) |
| Fire | 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 14% |
| Pinning Resistance | 31% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Disarm Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Surge |
| talent | Gloom |
| talent | Stalk |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: injured seer (level 3 of Trollmire) | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | done |
From bellow, it devours | 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 |
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 |
Various alchemists around Maj&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed bear paw. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won&039; * You&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITESLATE039;Needed: one hummerhorn wing. If you&039;re like wasps, only gigantic and lethal.&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; | 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 | Zeroruildir the Shineire (9 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 8 light ----- def ----- Armour +1 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +1% Resists +6% fire +6% cold Phys.save +9 (+5 eff.) HP.reg +0.60 ---------- misc Max.stam +10.00 A pair of boots made of leather. |
| Light source | Ivema2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Str +5 Wil +4 Con dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Light +2 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 | Oozepeal the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Cun +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% nature Res.pen +5% nature +20% mind ----- def ----- Armour +3 Fatigue +5% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox&2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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&039;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&039;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. |
| On fingers | gold ring &039;0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% fire Res.pen +25% nature ----- def ----- Resists +12% nature +9% fire Max.HP +29.00 Disarm- +31% Pinning- +31% Knockbk- +30% Rings can have magical properties. |
| On fingers | steel ring &039;0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +5 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +7 (+3 eff.) Res.pen +10% lightning ----- def ----- Resists +9% lightning Crit.dmg- 15.00% ---------- misc Light +2 Infravis +3 Rings can have magical properties. |
| Around waist | monstrous rough leather belt of the vagrant1.0 T1 belt armor [Ego++] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | warbringer&5.0 T3 greatmaul 2H weapon [Ego+] Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +13% physical ----- def ----- Disarm- +18% Curse of Corpses Massive two-handed mauls. |
| On hands | rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
regeneration infusion of the psychic (heal 228 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
hateful iron battleaxe of daylight (Misfortune) (112% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Psionic Power 112% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 darkness +9 light Against +10% Living +9% Undead Curse of Misfortune Massive two-handed battleaxes. |
rough leather belt &039;1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +3 (+1 eff.) Melee Ret 4 arcane ----- def ----- Resists +3% acid Spell.save +8 (+4 eff.) ---------- misc Mana/turn +0.12 Max.mana +60.00 Size +1 A belt that goes around your waist. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 48.17 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
2 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
48 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 239/400 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 (Insane (Adventure) difficulty)
Got a character to level 10.By Akkrkus the Dwarf Cursed level 10
23rd Profit 122nd year of Ascendancy at 09:44 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Akkrkus the Dwarf Cursed level 10
24th Profit 122nd year of Ascendancy at 01:22 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Akkrkus the Dwarf Cursed level 7
31st Voratun 122nd year of Ascendancy at 00:06 see stats
Log
You gain 0.25 gold from the transmogrification of rough leather gloves (0 def, 1 armour).
You gain 11.25 gold from the transmogrification of pair of iron boots &039; (0 def, 3 armour).
You gain 1.22 gold from the transmogrification of insulating pair of iron boots of uncanny dodging (3 def, 3 armour).
You gain 10.29 gold from the transmogrification of Lightningripper the pair of iron boots (0 def, 3 armour).
You gain 0.98 gold from the transmogrification of grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour).
You gain 13.41 gold from the transmogrification of Emydheta the pair of rough leather boots (0 def, 5 armour).
You gain 6.73 gold from the transmogrification of Velavena.
You gain 8.64 gold from the transmogrification of Dimedge the rough leather belt.
You gain 0.92 gold from the transmogrification of iron plate armour of acid resistance (3 def, 7 armour).
You gain 0.97 gold from the transmogrification of cured leather armour of fire resistance (2 def, 4 armour).
You gain 1.45 gold from the transmogrification of spiked rough leather armour of lightning resistance (1 def, 2 armour).
You gain 0.63 gold from the transmogrification of linen robe of nature (+15%) (0 def, 0 armour).
You gain 7.99 gold from the transmogrification of Betheyann the steel shield (6 def, 2 armour, 40.5 block).
You gain 2.60 gold from the transmogrification of high-capacity pouch of iron shots of erosion (51/51, 108% power, 1 apr).
You gain 3.23 gold from the transmogrification of manaburning mossy mindstar of slime (Corpses) (75% power, 12 apr, mind damage).
You gain 2.69 gold from the transmogrification of hateful iron dagger of erosion (Madness) (98% power, 5 apr).
You gain 2.42 gold from the transmogrification of arcing iron dagger of phasing (Misfortune) (100% power, 10 apr).
You gain 0.25 gold from the transmogrification of iron waraxe (Misfortune) (104% power, 2 apr).
You gain 0.25 gold from the transmogrification of elm vilestaff (Shrouds) (100% power, 2 apr, darkness element).
You gain 2.70 gold from the transmogrification of stabilizing copper amulet of willpower (+3).
You gain 1.22 gold from the transmogrification of clarifying copper amulet.
You gain 11.97 gold from the transmogrification of Murkveil the copper amulet.
You gain 2.05 gold from the transmogrification of phase door rune of the wizard (range 6; power 17; dur 3).
There is a Entrance to the Scintillating Caves here (press &039; 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.
Akkrkus deactivates Surge.
Akkrkus deactivates Stalk.
Akkrkus deactivates Gloom.

































































