Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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. 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 Adventure |
Sex | Female |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 15 / 19% |
Size | big |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 3rd Mirth 122nd year of Ascendancy at 17:47 3 / 2Killed by Xuvea the degenerated skeleton warrior at level 13 on the 79th Dusk 122nd year of Ascendancy at 11:14 |
Primary Stats
Strength | 40 (base 29) |
Dexterity | 15 (base 16) |
Constitution | 22 (base 17) |
Magic | 46 (base 32) |
Willpower | 20 (base 13) |
Cunning | 11 (base 7) |
Resources
Life | 507/507 |
Positive | 32/32 |
Stamina | 179/179 |
Healing Factor | 1.1024166372473 |
Regeneration | 3.5828540710537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
See Invisible | 27 |
Offense: Mainhand
Damage | 46 |
Accuracy | 37 |
Crit Chance | 7% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Light | +14% |
Fire | +28% |
Physical | +6% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Acid | +5% |
Light | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 34.413408721348 (80.897138898113%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 21 |
Physical Save | 39 |
Spell Save | 31 |
Mental Save | 10 |
Defense: Resistances
Acid | + 6%( 70%) |
Physical | + 10%( 70%) |
Cold | + 28%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 14%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 6%( 70%) |
Fire | + 59%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 364 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 91 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Chant of Fortress |
talent | Weapon of Light |
talent | Second Life |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed electric eel tail. | 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 within20 lumberjacks have died. | done |
Equipment
On feet | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Light source | brass lantern 'Morningspar' brass lantern 'Morningspar'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Resists +6% light +6% temporal Max.HP +40.00 ---------- misc Light +4 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 | Flashstreaker the linen wizard hat (1 def, 0 armour) Flashstreaker the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Wil dps ---------- Dmg.mod +3% light ----- def ----- Defense +1 (+0 eff.) Resists +3% light +6% fire Crit.chn- 10.00% Phys.save +6 (+2 eff.) ---------- misc Light +3 See.Invis +9 A pointy cloth hat, very wizardly... |
On hands | radiant iron gauntlets of strength (+2) (0 def, 1 armour) radiant iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Fatigue +1% Resists +5% light 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. |
Tool | Flashclamor the iron torque of psionic shield [power 25] (25 cooldown) Flashclamor the iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +20% light ----- def ----- Die.at -60.00 life Blind- +10% ---------- misc See.Invis +6 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | Bloomdare Bloomdare0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% physical +10% fire Acc +8 (+3 eff.) Apr +8 Melee Ret 4 physical ----- def ----- Defense +7 (+3 eff.) Resists +6% nature +20% fire Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 101% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Armeblek Armeblek0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind +11% fire Res.pen +5% blight ----- def ----- Resists +22% fire ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
Around neck | copper amulet 'Lightmaim' copper amulet 'Lightmaim'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +15% light +5% acid Melee Ret 2 light ----- def ----- Resists +6% mind ---------- misc Light +3 Amulets make your neck look great! |
In main hand | balanced steel waraxe of massacre (17-24 power, 3 apr) balanced steel waraxe of massacre (17-24 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% One-handed war axes. |
Around waist | Glarewend Glarewend1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Res.pen +10% light ----- def ----- Resists +5% fire +6% cold Spell.save +3 (+2 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 A belt that goes around your waist. |
In off hand | acidic iron shield of resistance (0 def, 2 armour, 10-11 power, 20.5 block) acidic iron shield of resistance (0 def, 2 armour, 10-11 power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Hit: * 12% chance to reduce armor by 29% While equipped: dps ---------- Melee+ 6 acid Melee Ret 2 acid ----- def ----- Armour +2 Fatigue +8% Resists +6% acid +6% fire +6% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Aeriminor the linen cloak (1 def, 0 armour) Aeriminor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% mind ----- def ----- Defense +1 (+0 eff.) Crit.chn- 15.00% Phys.save +6 (+2 eff.) Die.at -60.00 life Max.HP +33.00 ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable steel mail armour of cold resistance (2 def, 14 armour) impenetrable steel mail armour of cold resistance (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Betheyara the Fogstinger (0 def, 3 armour) Betheyara the Fogstinger (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% darkness +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Heljotun the Ogre Sun Paladin level 14
14th Haze 122nd year of Ascendancy at 20:05 see stats
By Heljotun the Ogre Sun Paladin level 10
68th Dusk 122nd year of Ascendancy at 17:39 see stats
By Heljotun the Ogre Sun Paladin level 11
76th Dusk 122nd year of Ascendancy at 11:33 see stats
By Heljotun the Ogre Sun Paladin level 5
79th Pyre 122nd year of Ascendancy at 12:39 see stats
By Heljotun the Ogre Sun Paladin level 13
79th Dusk 122nd year of Ascendancy at 21:30 see stats
Log
You gain 4.00 gold from the transmogrification of spinel.
You gain 7.70 gold from the transmogrification of Yvath (5 def, 7 armour).
You gain 10.70 gold from the transmogrification of Nightwyrd the iron helm (0 def, 3 armour).
You gain 2.54 gold from the transmogrification of cinder dwarven-steel gauntlets of strength (+2) (0 def, 2 armour).
You gain 10.50 gold from the transmogrification of pair of rough leather boots 'Unlightsever' (0 def, 1 armour).
You gain 0.49 gold from the transmogrification of grounding pair of rough leather boots (0 def, 1 armour).
You gain 8.89 gold from the transmogrification of Aravea (10 def, 1 armour).
You gain 1.99 gold from the transmogrification of thick linen cloak of Eldoral (1 def, 6 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 1.30 gold from the transmogrification of blurring rough leather belt.
You gain 6.25 gold from the transmogrification of Urthinaribar the rough leather belt.
You gain 1.65 gold from the transmogrification of steel mail armour of resilience (2 def, 6 armour).
You gain 2.17 gold from the transmogrification of impenetrable steel mail armour of acid resistance (2 def, 13 armour).
You gain 10.16 gold from the transmogrification of Shimmervault the iron mail armour (8 def, 8 armour).
You gain 5.71 gold from the transmogrification of Strikeblow (0 def, 0 armour).
You gain 0.59 gold from the transmogrification of steel shield of physical resistance (+12%) (0 def, 4 armour, 16-19 power, 40.5 block).
You gain 0.25 gold from the transmogrification of iron shield (0 def, 2 armour, 8-9 power, 20.5 block).
You gain 0.25 gold from the transmogrification of iron shield (0 def, 2 armour, 8-10 power, 20 block).
You gain 5.13 gold from the transmogrification of Duathelflash the pouch of steel shots (19/19, 26-32 power, 2 apr).
You gain 3.01 gold from the transmogrification of blazing quiver of elm arrows of erosion (20/20, 12-17 power, 5 apr).
You gain 1.34 gold from the transmogrification of elm longbow of cold.
You gain 0.86 gold from the transmogrification of steel steamsaw of fire resistance (+15%) (11-16 power, 0 apr).
You gain 2.78 gold from the transmogrification of balanced steel steamsaw (14-22 power, 0 apr).
You gain 7.48 gold from the transmogrification of Zerareyon (2-3 power, 12 apr, mind damage).
You gain 3.19 gold from the transmogrification of thought-forged steel longsword of erosion (14-20 power, 3 apr).
You gain 0.95 gold from the transmogrification of acidic iron battleaxe of massacre (21-32 power, 1 apr).
You gain 9.15 gold from the transmogrification of Emina the Chilloath (10-12 power, 2 apr, physical element).
You gain 1.06 gold from the transmogrification of shatter afflictions rune of the titan (absorb 45; cd 18).
You gain 1.00 gold from the transmogrification of wild infusion (res 15%; mental; dur 2; cd 10).
There is a ladder to the previous level here (press '' or right click to use).