Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ashes of Urh'Rok 1.5.0Official 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:
Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 27 / 79% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 391.92172942406 (base 58) |
Dexterity | 418.84345884812 (base 58) |
Constitution | 361 (base 58) |
Magic | 394.92172942406 (base 58) |
Willpower | 426.84345884812 (base 58) |
Cunning | 426.84345884812 (base 58) |
Resources
Life | 2322/2322 |
Hate | 98/100 |
Equilibrium | 63 |
Psi | 3397/3397 |
Healing Factor | 1.9880254237288 |
Regeneration | 133.2011977304 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +2991.8895613739% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 3493 |
Accuracy | 524 |
Crit Chance | 126% |
APR | 145 |
Speed | 1.00 |
Offense: Offhand
Damage | 4889 |
Accuracy | 524 |
Crit Chance | 126% |
APR | 145 |
Speed | 1.00 |
Offense: Spell
Spellpower | 115 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 134 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 1115.0035153882 (100%) |
Defense | 80 |
Ranged Defense | 86 |
Fatigue | 0 |
Physical Save | 365 |
Spell Save | 365 |
Mental Save | 365 |
Defense: Resistances
Fire | + 70%( 70%) |
Mind | + 2%( 70%) |
Physical | + 32%( 86%) |
Cold | + 14%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Silence Resistance | 99% |
Confusion Resistance | 100% |
Fear Resistance | 99% |
Stun Resistance | 99% |
Instadeath Resistance | 100% |
Knockback Resistance | 99% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 60 life over 5 turns. |
Class Talents
Cursed / Rampage | 1001.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Solipsism | 1001.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 101.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gloom | 1001.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 201.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cursed / Cursed aura | 101.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 201.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 101.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 101.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 101.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cursed / Gestures | 101.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 201.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Race / Yeek | 1001.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1001.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Effects
talent | Gesture of Pain |
talent | Beyond the Flesh |
talent | Wild Growth |
talent | Psiblades |
talent | Gloom |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 27.9)Penalty : Fractured Sanity: -1% Mind Resistance, -1% Confusion Immunity Power 1+: Unleashed: +83% critical damage, +39% off-hand weapon damage Power 2+: -1 Luck, +54 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 5.8% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 28.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +57 Defense, +28 Ranged Defense Power 2+: -1 Luck, +56 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+82% chance to avoid traps). Power 4+: Unfortunate End: There is a 65% chance that the damage you deal will increase by 47% if the increase would be enough to kill your opponent. |
beneficial effect | Guarding against melee damage: Will dismiss up to 2683 damage from the next 5.8 attack(s) with a 38% chance to counterattack. Guarded |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+99% global speed). Clarity |
beneficial effect | The target is near a font of life, granting +4.50 life regeneration, -0.92 equilibrium regeneration, +0.92 stamina regeneration and +0.92 psi regeneration. (Only living creatures benefit.) Font of Life |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 28.9)Penalty : Fear of Death: +0% resistance against damage from the undead. Power 1+: Power over Death: +59% damage against the undead. Power 2+: -1 Luck, +28 Strength, +28 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 29. Power 4+: Reprieve from Death: Humanoids you slay have a 73% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 28.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 0% when tested. Power 1+: Removed from Reality: +29 Physical Resistance, +16 Maximum Physical Resistance Power 2+: -1 Luck, +56 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 36 air and an additional 9 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 54 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | You gain 6923% resistance against fire. Resolve |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | active |
Equipment
On hands | rough leather gloves (Corpses) (0 def, 1 armour) rough leather gloves (Corpses) (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Psionic focus | 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 Gems can be sold for money or used in arcane rituals. |
Around waist | rough leather belt of transcendence (Nightmares) rough leather belt of transcendence (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+0 eff.) Mindpower: +2 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
In main hand | mossy mindstar (Madness) (75% power, 145 apr, nature damage) mossy mindstar (Madness) (75% power, 145 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 250% Wil, 83% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +145 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +16 (+3 eff.) Mental crit. chance: +1% Curse of Madness 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. |
Main armor | iron mail armour (Misfortune) (2 def, 4 armour) iron mail armour (Misfortune) (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Curse of Misfortune A suit of armour made of mail. |
Light source | brass lantern (Misfortune) brass lantern (Misfortune)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Misfortune 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. |
Cloak | thick linen cloak (Corpses) (1 def, 5 armour) thick linen cloak (Corpses) (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +11% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In off hand | mossy mindstar (Nightmares) (75% power, 145 apr, nature damage) mossy mindstar (Nightmares) (75% power, 145 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 250% Wil, 83% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +145 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +16 (+3 eff.) Mental crit. chance: +1% Curse of Nightmares 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. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff (Shrouds) (548% power, 2 apr, blight element)cruel elm vilestaff (Shrouds) (548% power, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 548% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% blight Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
linen cloak (Nightmares) (1 def, 0 armour) linen cloak (Nightmares) (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Sludgegrip (Madness) (0 def, 0 armour)Sludgegrip (Madness) (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Curse of Madness These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (Nightmares) (0 def, 1 armour)iron gauntlets (Nightmares) (0 def, 1 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. rough leather gloves (Shrouds) (0 def, 1 armour)rough leather gloves (Shrouds) (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. linen wizard hat of light (+16%) (Corpses) (1 def, 0 armour)linen wizard hat of light (+16%) (Corpses) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% light Changes damage: +11% light Curse of Corpses A pointy cloth hat, very wizardly... |
rough leather armour (Corpses) (1 def, 2 armour) rough leather armour (Corpses) (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield (Shrouds) (4 def, 6 armour, 53.5 block)reinforced iron shield (Shrouds) (4 def, 6 armour, 53.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of cold resistance (+17%) (Corpses) (4 def, 6 armour, 40.5 block)reinforced iron shield of cold resistance (+17%) (Corpses) (4 def, 6 armour, 40.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +17% cold Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. arcing quiver of elm arrows of accuracy (Madness) (19/19, 549% power, 5 apr)arcing quiver of elm arrows of accuracy (Madness) (19/19, 549% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 549% Range: 1.4x Uses stats: 790% Wil, 1107% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +9 lightning Curse of Madness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. brass lantern of clarity (Madness)brass lantern of clarity (Madness) Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+0 eff.) Light radius: +2 See stealth: +5 See invisible: +6 Curse of Madness 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. |
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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By test the Yeek Adventurer level 10
76th Pyre 122nd year of Ascendancy at 20:30 see stats
By test the Yeek Adventurer level 20
78th Pyre 122nd year of Ascendancy at 07:31 see stats
By test the Yeek Adventurer level 27
78th Pyre 122nd year of Ascendancy at 07:34 see stats
By test the Yeek Adventurer level 27
78th Pyre 122nd year of Ascendancy at 07:32 see stats
By test the Yeek Adventurer level 11
77th Pyre 122nd year of Ascendancy at 16:15 see stats
By test the Yeek Adventurer level 27
78th Pyre 122nd year of Ascendancy at 07:34 see stats
Log
Today is the 79th Pyre of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Test is no longer attuned.
Test deactivates Antimagic Shield.
Test deactivates Gloom.
Test deactivates Beyond the Flesh.
Test deactivates Wild Growth.
Test deactivates Psiblades.
Test deactivates Gesture of Pain.