Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Ashes of Urh'Rok 1.2.4Official Expansion!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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. |
| Campaign | Maj'Eyal |
| Mode | Easy Exploration |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 8 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Keitilin at level 1 on the 74th Pyre 122nd year of Ascendancy at 18:53 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 14) |
| Magic | 38 (base 32) |
| Willpower | 18 (base 14) |
| Cunning | 14 (base 13) |
Resources
| Life | 195/195 |
| Positive | 18/41 |
| Negative | 12/41 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 16 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 5 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18.2 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 9 (60%) |
| Defense | 9.35 |
| Ranged Defense | 11.35 |
| Fatigue | 0 |
| Physical Save | 19.45 |
| Spell Save | 19.6 |
| Mental Save | 11.2 |
Defense: Resistances
| All | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Hymn of Shadows |
| talent | Corona |
| talent | Chant of Resistance |
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. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) A pair of boots made of leather. Press to compare |
| On hands | umbral rough leather gloves (0 def, 1 armour) umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +5% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| On head | linen wizard hat of the sentry (1 def, 0 armour) linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Infravision radius: +3 See stealth: +6 See invisible: +5 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 34%, and attempts to push all creatures other then yourself out of its radius, inflicting 7.59 light damage and 8.18 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
| Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 121.82 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. Press to compare |
| Around waist | rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 A belt that goes around your waist. Press to compare |
| Main armor | Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+2 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. Press to compare |
| In main hand | Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 89.76 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Press to compare |
| Cloak | enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +1 Mag / +1 Wil Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Inventory
heat beam rune (44 fire damage) heat beam rune (44 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
earthen elm starstaff of fate (10-12 power, 2 apr, darkness element) earthen elm starstaff of fate (10-12 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: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes damage: +10% darkness Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+5 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. Press to compare |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Press to compare |
ash magestaff 'Flashseam' (15-18 power, 3 apr, lightning element) ash magestaff 'Flashseam' (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 light / +8 lightning Burst (radius 1) on hit: +12 lightning When wielded/worn: Defense: +27 (+19 eff.) Effects on melee hit: * 31% chance to blind Changes resistances: +9% darkness / +3% temporal Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +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 56.56 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
38 alchemist agate 38 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
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. |
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. |
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. |
Achievements
Log
Talent Moonlight Ray is ready to use.
Talent Searing Light is ready to use.
Rested for 4 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 25 turns (stop reason: at exit).
You gain 2.07 gold from the transmogrification of bright brass lantern.
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 0.92 gold from the transmogrification of iron plate armour of lightning resistance (3 def, 7 armour).
You gain 0.77 gold from the transmogrification of rough leather armour of cold resistance (1 def, 2 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (1 def, 2 armour).
You gain 1.09 gold from the transmogrification of mindwoven linen robe of lightning (+16%) (0 def, 0 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 3.41 gold from the transmogrification of flaming iron waraxe of crippling (12-16.8 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (13-19.5 power, 1 apr).
There is a previous level here (press '' or right click to use).
Keitilin deactivates Chant of Resistance.
Keitilin deactivates Corona.
Keitilin deactivates Hymn of Shadows.
