Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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: 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 13 / 30% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 13 (base 10) |
Constitution | 14 (base 13) |
Magic | 41 (base 39) |
Willpower | 10 (base 10) |
Cunning | 23 (base 23) |
Resources
Life | 481/481 |
Insanity | 0/100 |
Healing Factor | 1.0372895330003 |
Regeneration | 2.3339014492508 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 26.402973447325 |
See Invisible | 26.402973447325 |
Offense: Mainhand
Damage | 17 |
Accuracy | 52 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +22% |
Temporal | +9% |
Blight | +20% |
Physical | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +5% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 15.5 (43.579428603723%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 10 |
Physical Save | 15 |
Spell Save | 18 |
Mental Save | 12 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 23%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Lightning | + 35%( 70%) |
Temporal | + 5%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 6%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 73% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 67 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within4 lumberjacks have died. | done |
Equipment
On feet | undeterred pair of iron boots of evasion (5 def, 3 armour) undeterred pair of iron boots of evasion (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +5 (+4 eff.) Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +21% Evasion: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Galehunter' brass lantern 'Galehunter'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Res.pen +5% lightning ----- def ----- Resists +9% lightning Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Voribreda the iron helm (0 def, 3 armour) Voribreda the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Acc +20 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +6% fire +6% lightning +6% cold HP.reg +2.00 Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 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. |
On fingers | marksman's copper ring of blight (+11%) marksman's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% blight Acc +4 (+1 eff.) ----- def ----- Resists +11% blight Rings make your fingers look great! |
On fingers | Ulfugafast the Splendourwar Ulfugafast the Splendourwar0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Fatigue -4% Resists +3% nature Crit.chn- 15.00% Phys.save +3 (+3 eff.) ---------- misc Max.enc +23 Light +3 Rings make your fingers look great! |
Around waist | grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal Max.HP +34.00 A belt that goes around your waist. |
Main armor | Blackknight the steel mail armour (2 def, 8 armour) =water= Blackknight the steel mail armour (2 def, 8 armour) =water=14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% darkness +9% temporal Res.pen +15% darkness +5% temporal ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning +11% darkness +12% blight +6% cold +7% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Cloak | linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +17 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Max.HP +47.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | short elm vilestaff of might (100% power, 2 apr, darkness element) short elm vilestaff of might (100% power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
Betylle the Skymaster (10 def, 4 armour) =5 str= Betylle the Skymaster (10 def, 4 armour) =5 str=9.0 T2 light armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +3 Dex +4 Wil +4 Cun dps ---------- Melee Ret 6 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +4 Defense +10 (+6 eff.) Fatigue +7% Resists +20% lightning Phys.save +6 (+5 eff.) Mind.save +12 (+10 eff.) A suit of armour made of leather. |
pair of iron boots 'Kindlewilter' (0 def, 3 armour) =OOP= pair of iron boots 'Kindlewilter' (0 def, 3 armour) =OOP=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue -3% Resists +3% light Phys.save +6 (+5 eff.) HP.reg +4.00 Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm 'Flowerstone' (0 def, 3 armour) =3 str= iron helm 'Flowerstone' (0 def, 3 armour) =3 str=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature Res.pen +5% nature Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerata the iron pickaxe (dig speed 38 turns) =2 str= Nerata the iron pickaxe (dig speed 38 turns) =2 str=3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Cun dps ---------- Dmg.mod +5% nature +6% physical ----- def ----- Resists +10% nature Phys.save +12 (+8 eff.) ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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
By Squidward the Drem Writhing One level 12
13rd Profit 122nd year of Ascendancy at 21:20 see stats
By Squidward the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 15:16 see stats
By Squidward the Drem Writhing One level 12
28th Voratun 122nd year of Ascendancy at 16:48 see stats
By Squidward the Drem Writhing One level 12
30th Voratun 122nd year of Ascendancy at 08:48 see stats
Log
You gain 0.02 gold from the transmogrification of brass lantern.
You gain 4.00 gold from the transmogrification of agate.
You gain 2.67 gold from the transmogrification of iron helm of ire (0 def, 3 armour).
You gain 1.85 gold from the transmogrification of rough leather cap of knowledge (0 def, 1 armour).
You gain 0.60 gold from the transmogrification of prismatic rough leather cap (0 def, 1 armour).
You gain 8.35 gold from the transmogrification of Barkpanic the rough leather cap (10 def, 1 armour).
You gain 4.91 gold from the transmogrification of scouring dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour).
You gain 11.13 gold from the transmogrification of iron gauntlets 'Deepsgore' (10 def, 1 armour).
You gain 4.55 gold from the transmogrification of pair of iron boots of speed (0 def, 3 armour).
You gain 2.56 gold from the transmogrification of pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 7.79 gold from the transmogrification of Poriwyn the Crackleveil (0 def, 1 armour).
You gain 7.87 gold from the transmogrification of linen cloak 'Frigidnull' (7 def, 0 armour).
You gain 6.96 gold from the transmogrification of Pussear (1 def, 0 armour).
You gain 1.37 gold from the transmogrification of impenetrable iron plate armour of cold resistance (0 def, 14 armour).
You gain 1.80 gold from the transmogrification of impenetrable steel mail armour (2 def, 14 armour).
You gain 4.10 gold from the transmogrification of enlightening steel mail armour of fire resistance (2 def, 6 armour).
You gain 6.91 gold from the transmogrification of Muregomatar (3 def, 2 armour).
You gain 0.55 gold from the transmogrification of shocking iron shield (0 def, 2 armour, 17 block).
You gain 2.95 gold from the transmogrification of iron shield of shrapnel (0 def, 2 armour, 20.5 block).
You gain 7.83 gold from the transmogrification of quiver of ash arrows 'Glitterwasp' (44/44, 123% power, 7 apr).
You gain 1.11 gold from the transmogrification of rough leather sling of lightning.
You gain 1.71 gold from the transmogrification of steel steamsaw of resistance (109% power, 0 apr).
You gain 0.89 gold from the transmogrification of steel steamsaw of fire resistance (+19%) (109% power, 0 apr).
You gain 8.12 gold from the transmogrification of iron dagger 'Torasalach' (101% power, 5 apr).
You gain 1.98 gold from the transmogrification of hateful steel longsword (107% power, 3 apr).
You gain 19.70 gold from the transmogrification of elm magestaff 'Silelaith' (100% power, 2 apr, cold element).
You gain 10.06 gold from the transmogrification of Yvyth the elm vilestaff (100% power, 2 apr, fire element).
You gain 1.68 gold from the transmogrification of shielding rune of the wizard (absorb 183; dur 3; cd 16).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 50; dur 4; cd 17).
There is a way to the previous level here (press '' or right click to use).