Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.4.8Donators/Buyers bonus! Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Select your Escorts 1.4.8Allows 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Embers of Rage 1.4.4Official 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:
Ashes of Urh'Rok 1.4.0Official 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:
Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dark Faerie |
Class | Druid |
Level / Exp | 11 / 6% |
Size | tiny |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 35 (base 36) |
Dexterity | 39 (base 36) |
Constitution | 31 (base 36) |
Magic | 49 (base 36) |
Willpower | 41 (base 36) |
Cunning | 41 (base 36) |
Resources
Life | 1364/1422 |
Equilibrium | 50 |
Stamina | 364/368 |
Psi_feedback | 0/150 |
Healing Factor | 1 |
Regeneration | 23.741321975075 |
Speed
Mental | +259.10229166025% |
Attack | +200% |
Movement | +84.913219750748% |
Spell | +318.2045833205% |
Global | +150% |
Vision
Sight | 10 |
Lite | 12 |
Offense: Mainhand
Damage | 92 |
Accuracy | 83 |
Crit Chance | 29% |
APR | 72 |
Speed | 0.28 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 28% |
Speed | 0.23911741761893 |
Cooldown Reduction | 19.5 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 21% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +29% |
Defense: Base
Armour (hardiness) | 152 (100%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 103 |
Spell Save | 102 |
Mental Save | 90 |
Defense: Resistances
All | + 20%(100%) |
Defense: Immunities
Stun Resistance | 62% |
Confusion Resistance | 43% |
Instadeath Resistance | 100% |
Poison Resistance | 62% |
Disarm Resistance | 22% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 150 damage for 5 turns. |
Class Talents
Wild-gift / Woodland | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Volcanism | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Seas | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Boreal | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Minerals | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Winds | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Jungle | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Land | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Weather | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 2.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Natural cycles | 2.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dark-faerie | 2.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Call of the wild | 2.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Herbalism | 2.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Staff combat | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Conditioning | 2.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Eyals-embrace | 2.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
talent | Song of Winter |
talent | Suppress Magic |
talent | Zephyr |
talent | Pure Spring |
talent | Tremors |
talent | Bolts from the Blue |
beneficial effect | Your are balancing arcane with arcane disrupting. This allows you to avoid the spellpower penalty from arcane disrupting equipment and ignore the arcane spell failure when using nature spells. Also, your effective willpower for equilibrium checks is increased by your spell failure chance. Antimagic Balance |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +118% Combat Speed: +59% All Damage: +29% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Spit Poison (+1 level(s)). | 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 |
Equipment
On feet | pair of rough leather boots 'Radhugund' (2 def, 1 armour) pair of rough leather boots 'Radhugund' (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +3% acid Changes resistances penetration: +10% mind A pair of boots made of leather. |
Quiver | 159 alchemist agate 159 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Changes damage: +6% blight / +6% darkness Spellpower: +30 (+10 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | Lisudherin the linen wizard hat (1 def, 0 armour) Lisudherin the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% blight / +6% fire / +6% cold A pointy cloth hat, very wizardly... |
Tool | Airbait the iron pickaxe (dig speed 36 turns) Airbait the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str Changes resistances: +6% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Barkrip the copper ring Barkrip the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes damage: +9% nature Mental save: +6 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
On fingers | steel ring 'Dagohir' steel ring 'Dagohir'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +42% lightning / +11% nature / +6% light / +6% blight Changes damage: +21% lightning Poison immunity: +12% Disease immunity: +13% Rings can have magical properties. |
Around waist | rough leather belt 'Lisorema' rough leather belt 'Lisorema'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% acid / +6% blight Light radius: +1 A belt that goes around your waist. |
In main hand | potent elm starstaff of projection (13-15.6 power, 2 apr, darkness element) potent elm starstaff of projection (13-15.6 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% darkness Talent granted: +1 Command Staff Spellpower: +8 (+2 eff.) Spell crit. chance: +3% It can be used to project a bolt elemental energy from the staff (to range 6) dealing 119.27 to 143.12 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 2.4 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 79.23 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. |
Main armor | slimy linen robe (0 def, 0 armour) slimy linen robe (0 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Leleroddabers' (6 def, 0 armour) linen cloak 'Leleroddabers' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +2 Wil Physical save: +6 (+1 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 | Radiancemaster RadiancemasterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze * 15% chance to blind Changes resistances: +11% mind Confusion immunity: +23% Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 193 over 5 turns) regeneration infusion of the duelist (heal 193 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 193 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 227 over 5 turns) regeneration infusion of the wizard (heal 227 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure magical) wild infusion (resist 10%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% nature / +11% blight Poison immunity: +22% Disease immunity: +23% Amulets can have magical properties. |
Erolen ErolenRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 20 arcane resource burn When wielded/worn: Changes resistances: +11% acid / +8% fire / +8% lightning / +8% cold Spell save: +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Lightorder (10-12 power, 2 apr, physical element) Lightorder (10-12 power, 2 apr, physical element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 5% chance to blind Damage when hit (Melee): 8 light Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Mindpower: +4 (+1 eff.) Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 96.06 light damage. Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Elodara' rough leather belt 'Elodara'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances penetration: +5% mind Spell save: +6 (+1 eff.) Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Size category: +1 A belt that goes around your waist. |
49 alchemist spinel 49 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 When used in a prism: Equilibrium reduced 5 Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature When used in a prism: Equilibrium reduced 5 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
45 alchemist ametrine 45 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) When used in a prism: Additional 10 lite damage Gems can be sold for money or used in arcane rituals. |
16 alchemist zircon 16 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns When used in a prism: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light When used in a prism: Prism beam range +1 Gems can be sold for money or used in arcane rituals. |
Achievements
By DFD the Dark Faerie Druid level 9
77th Pyre 122nd year of Ascendancy at 06:49 see stats
By DFD the Dark Faerie Druid level 10
78th Pyre 122nd year of Ascendancy at 16:50 see stats
By DFD the Dark Faerie Druid level 7
76th Pyre 122nd year of Ascendancy at 23:49 see stats
By DFD the Dark Faerie Druid level 4
76th Pyre 122nd year of Ascendancy at 00:26 see stats
By DFD the Dark Faerie Druid level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 1.00 gold from the transmogrification of spiked rough leather armour (1 def, 2 armour).
You gain 1.03 gold from the transmogrification of spiked rough leather armour (1 def, 2 armour).
You gain 1.26 gold from the transmogrification of spiked cured leather armour (2 def, 4 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (1 def, 2 armour).
You gain 0.92 gold from the transmogrification of stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour).
You gain 1.07 gold from the transmogrification of spellwoven linen wizard hat (1 def, 0 armour).
You gain 3.06 gold from the transmogrification of Flashobsidian (1 def, 0 armour).
You gain 1.85 gold from the transmogrification of rough leather gloves of strength (+2) (0 def, 1 armour).
You gain 3.96 gold from the transmogrification of pair of rough leather boots 'Gloryldanne' (0 def, 6 armour).
You gain 0.99 gold from the transmogrification of grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour).
You gain 1.72 gold from the transmogrification of dreamer's pair of rough leather boots (0 def, 1 armour).
You gain 4.72 gold from the transmogrification of Stardream the rough leather belt.
You gain 0.95 gold from the transmogrification of deflecting iron steamsaw (10.5-15.75 power, 0 apr).
You gain 2.40 gold from the transmogrification of balanced iron steamsaw (9.5-14.25 power, 0 apr).
You gain 1.49 gold from the transmogrification of elm magestaff of power (10-12 power, 2 apr, arcane element).
You gain 1.79 gold from the transmogrification of dual elm starstaff (10-12 power, 2 apr, physical element).
You gain 0.99 gold from the transmogrification of horrifying mossy mindstar (2.5-2.75 power, 12 apr, nature damage).
You gain 8.90 gold from the transmogrification of Gilyrab the thorny mindstar (8.5-9.35 power, 24 apr, mind damage).
You gain 2.14 gold from the transmogrification of iron mace of paradox (12-16.8 power, 2 apr).
You gain 2.81 gold from the transmogrification of steady ash longbow of power.
You gain 1.21 gold from the transmogrification of slime-covered iron dagger (10-13 power, 5 apr).
You gain 3.22 gold from the transmogrification of hateful steel dagger of dampening (11-14.3 power, 6 apr).
You gain 1.00 gold from the transmogrification of wild infusion (resist 12%; cure magical).
There is a ladder to the previous level here (press '' or right click to use).
DFD deactivates Tremors.
DFD deactivates Zephyr.
DFD deactivates Suppress Magic.
DFD deactivates Song of Winter.
DFD deactivates Pure Spring.
DFD deactivates Bolts from the Blue.