









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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:
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: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: 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 | Nightmare Roguelike |
Sex | Male |
Race | Krog |
Class | Wyrmic |
Level / Exp | 14 / 43% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 33 (base 24) |
Dexterity | 12 (base 12) |
Constitution | 32 (base 21) |
Magic | 8 (base 10) |
Willpower | 47 (base 34) |
Cunning | 17 (base 10) |
Resources
Life | 721/721 |
Equilibrium | 10 |
Psi | 127/127 |
Healing Factor | 1.2824420161894 |
Regeneration | 8.1560437549939 |
Speed
Mental | +5.9638696952478% |
Attack | +5.9638696952478% |
Movement | +31.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Barehand
Damage | 21 |
Accuracy | 36 |
Crit Chance | 20% |
APR | 9 |
Speed | 1.13 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 13% |
Speed | 0.94371789448234 |
Offense: Damage Bonus
Physical | +10% |
Darkness | +3% |
Cold | +20% |
Nature | +4% |
Offense: Damage Penetration
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 38.192449921236 (81.151787968034%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 25 |
Physical Save | 34 |
Spell Save | 37 |
Mental Save | 39 |
Defense: Resistances
Lightning | + 8%( 70%) |
Acid | + 11%( 70%) |
Nature | + 10%( 70%) |
Temporal | + 7%( 70%) |
Cold | + 48%( 70%) |
Physical | + 23%( 70%) |
Fire | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.42 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
talent | Icy Skin |
talent | Skate |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * 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: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * '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.' | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Stam/turn +1.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +9 (+4 eff.) 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Spell.save +10 (+4 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Wild-gift/Venom drake aspect Amulets make your neck look great! |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +7 Fatigue +22% Mind.save +10 (+4 eff.) Max.HP +24.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of metal plates. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% cold On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +3% fire Max.HP +40.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 451% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 233 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 nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T3 greatsword 2H weapon [Rare] Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 darkness While equipped: dps ---------- Res.pen +7% physical Acc +13 (+6 eff.) Apr +10 Melee Ret 8 light ----- def ----- Resists +5% arcane Spell.save +9 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Nature Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +13 fire While equipped: dps ---------- All.spd +1% Res.pen +10% fire Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 127% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature While equipped: Stats +9 Con +12 Wil dps ---------- Res.pen +10% darkness +10% physical Acc +10 (+5 eff.) Apr +10 ----- def ----- Resists +9% lightning +6% temporal Max.HP +16.00 Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Wil dps ---------- Phys.crit +5.0% Mind.crit +2% Dmg.mod +6% fire Res.pen +5% nature Melee Ret 4 mind ---------- misc Psi/ret +0.12 Sharp, long, and deadly. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 39.81 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. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Random Unique] Arcane/Master While equipped: Stats +13 Str dps ---------- Melee Ret 6 arcane ----- def ----- Armour +11 Fatigue +22% Resists +23% darkness +10% physical +5% arcane +18% temporal ---------- misc Light +7 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% nature Res.pen +15% mind +10% cold ----- def ----- Resists +11% nature Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.12 Hate/m.crit +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
Achievements
By Krog Wyrmic the Krog Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 00:37 see stats
By Krog Wyrmic the Krog Wyrmic level 9
2nd Mirth 122nd year of Ascendancy at 14:30 see stats
Log
You gain 0.30 gold from the transmogrification of deadly pouch of iron shots (12/12, 125% power, 1 apr).
You gain 3.77 gold from the transmogrification of bright brass lantern of health.
You gain 3.29 gold from the transmogrification of bright brass lantern of health.
You gain 2.50 gold from the transmogrification of blazing quiver of ash arrows of accuracy (16/16, 123% power, 7 apr).
You gain 7.07 gold from the transmogrification of rejuvenating steel plate armour of acid resistance (0 def, 9 armour).
You gain 1.62 gold from the transmogrification of impenetrable steel plate armour of temporal resistance (0 def, 14 armour).
You gain 2.00 gold from the transmogrification of cleansing steel mail armour of fire resistance (2 def, 6 armour).
You gain 7.43 gold from the transmogrification of Duvarohor the Strikeprophet (1 def, 0 armour).
You gain 5.68 gold from the transmogrification of Ce'Noma (0 def, 1 armour).
You gain 1.85 gold from the transmogrification of rough leather gloves of strength (+2) (0 def, 1 armour).
You gain 5.89 gold from the transmogrification of linen cloak 'Ivabrelle' (1 def, 6 armour).
You gain 6.68 gold from the transmogrification of Xurevea the linen cloak (1 def, 0 armour).
You gain 6.09 gold from the transmogrification of Isiriana.
You gain 3.26 gold from the transmogrification of thought-forged iron waraxe of persecution (104% power, 2 apr).
You gain 3.03 gold from the transmogrification of flaming steel longsword of paradox (110% power, 3 apr).
You gain 1.24 gold from the transmogrification of slime-covered iron greatsword (116% power, 1 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (111% power, 1 apr).
You gain 3.33 gold from the transmogrification of balanced iron greatmaul of massacre (132% power, 1 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (112% power, 5 apr).
You gain 0.25 gold from the transmogrification of iron dagger (98% power, 5 apr).
You gain 2.40 gold from the transmogrification of balanced iron dagger (102% power, 5 apr).
You gain 0.95 gold from the transmogrification of acidic iron dagger of massacre (111% power, 5 apr).
You gain 1.95 gold from the transmogrification of marksman's copper ring of clarity.
You gain 2.39 gold from the transmogrification of warrior's steel amulet of dexterity (+2).
You gain 1.99 gold from the transmogrification of grounding copper amulet of strength (+3).
You gain 2.56 gold from the transmogrification of cleansing steel amulet of mastery (0.12 Cunning / Survival).
You gain 1.67 gold from the transmogrification of shielding rune of the sneak (absorb 109; dur 3; cd 17).
You gain 1.22 gold from the transmogrification of regeneration infusion of the psychic (heal 236; 17 cd).
There is a collapsed tower here (press '' or right click to use).
You feel very confident walking into this place.