









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. New Gem Types 1.5.10Adds 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! Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Effects Under Actors 1.6.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. TK Mindstars Are Weapons 1.5.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Better Item Description 1.6.0This 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 True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Items Vault 1.6.0Donators/Buyers bonus! Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | White Monk |
Level / Exp | 40 / 21% |
Size | big |
Lifes / Deaths | Killed by Norgos, the Guardian at level 12 on the 2nd Profit 122nd year of Ascendancy at 16:01 2 / 6Killed by Ce'Namira the red ooze at level 21 on the 16th Wealth 122nd year of Ascendancy at 07:10 Killed by ritch flamespitter at level 25 on the 4th Shortage 122nd year of Ascendancy at 21:46 Killed by Xilaith the mean looking elven guard at level 26 on the 6th Shortage 122nd year of Ascendancy at 17:02 Killed by dreaming horror at level 29 on the 7th Iron 123rd year of Ascendancy at 09:51 Killed by Endeshida's Inner Demon at level 40 on the 21st Stralite 123rd year of Ascendancy at 05:14 |
Antimagic | Follower |
Primary Stats
Strength | 57 (base 24) |
Dexterity | 95 (base 65) |
Constitution | 90 (base 33) |
Magic | 23 (base 10) |
Willpower | 124 (base 63) |
Cunning | 75 (base 20) |
Resources
Life | -97/1671 |
Stamina | 99/557 |
Equilibrium | 30 |
Healing Factor | 1.9615384615384 |
Regeneration | 179.12618805945 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -41.703590075515% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 51.956004335202 |
See Invisible | 65.956004335202 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Barehand
Damage | 164 |
Accuracy | 81 |
Crit Chance | 64% |
APR | 74 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14.5 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Fire | +18% |
Temporal | +27% |
Nature | +36% |
Physical | +17% |
Cold | +18% |
All | +9% |
Offense: Damage Penetration
Nature | +35% |
Physical | +59% |
Cold | +35% |
All | +20% |
Defense: Base
Armour (hardiness) | 30.402078240384 (48.956038380645%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 82 |
Spell Save | 68 |
Mental Save | 62 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 51%( 80%) |
Arcane | + 57%( 80%) |
Cold | + 70%( 70%) |
All | + 28%( 70%) |
Physical | + 15%( 70%) |
Lightning | + 46%( 70%) |
Light | + 41%( 70%) |
Temporal | + 38%( 70%) |
Mind | + 38%( 70%) |
Darkness | + 64%( 70%) |
Fire | + 47%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Pinning Resistance | 43% |
Disarm Resistance | 60% |
Bleed Resistance | 20% |
Confusion Resistance | 70% |
Knockback Resistance | 43% |
Stun Resistance | 43% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 531 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 325 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Mending | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Martial Arts | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Black Belt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Agile Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Rending | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Fending | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Measured Blows |
talent | Antimagic Shield |
detrimental effect | The target has been dominated. It is unable to move and has lost 21 armor and 31 defense. Attacks from Nightmare horror gain 54% damage penetration. Dominated |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target's physical resistance is reduced by 32%. Reduced physical resistance |
beneficial effect | The target has adopted a defensive posture, preparing to counter melee attacks. Defense is increased by 41 and each time the target avoids a melee blow, they will strike the attacker for 123% damage and attempt to knock it back 3 tiles and daze it for 3 turns. Blink Counter |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 39. Exposed |
beneficial effect | Reduces physical damage received by 15% and provides a 8% chance to ignore critical hits. Juggernaut |
detrimental effect | Huge cut that bleeds, doing 81.42 physical damage per turn. Bleeding |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
beneficial effect | The target has 68 increased life regeneration. Recovery |
detrimental effect | The target's energy has been sapped, reducing movement speed by 82%. Enervate |
beneficial effect | You gain 29% resistance against acid, cold and darkness. Resolve |
detrimental effect | The target's armor has been rent, reducing hardiness by 36% (but not below zero). Rent Armor |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Aeruba the skeleton magus. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 256. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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: * You've found the needed vial of greater demon bile. * You've found the needed pouch of bone giant dust. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed giant spider spinneret. * You've found the needed mummified bone. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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 | ![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Wil +5 Con dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% nature +18% temporal Res.pen +15% nature +8% physical Apr +12 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 ---------- misc Infravis +2 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
On hands | ![]() 1.5 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +6 Con dps ---------- Mind.pwr +10 (+2 eff.) Melee+ 15 acid 39 mind 23 darkness Dmg.mod +11% acid +9% fire +21% nature Acc +15 (+3 eff.) Melee Ret 6 cold On Hit (Melee): * 23% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +15% darkness Phys.save +27 (+5 eff.) Spell.save +25 (+7 eff.) Mind.save +4 (+1 eff.) Disarm- +40% ---------- misc Infravis +4 Unarmed combat: Power 31.5 - 44.1 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +22.0% Atk.spd 100% Melee+ +29 darkness +26 physical On Crit.r2 +12 acid On Hit: 10% Reproach 4 On Hit: 10% Juggernaut 1 On Hit: 10% Corrosive Breath 4 On Crit: 10% Dominate 4 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +9 Dex +4 Mag +8 Wil +2 Con dps ---------- Dmg.mod +6% acid ----- def ----- Armour +5 Fatigue +5% Resists +15% lightning +15% temporal +13% blight +6% acid Crit.dmg- 10.00% Mind.save +12 (+3 eff.) ---------- misc Stam/ret +3.00 Equi/ret +2.50 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 496.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+2 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+9 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +3 Cun +22 Con dps ---------- Phys.pwr +26 (+6 eff.) Spell.pwr +16 (+4 eff.) Dmg.mod +9% cold +9% all Res.pen +15% cold Melee Ret 34 darkness ----- def ----- Resists +6% darkness +6% cold Phys.save +12 (+2 eff.) Spell.save +17 (+5 eff.) Mind.save +3 (+1 eff.) Heal.mod +50% ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 Max.stam +40.00 Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +5 Mag +8 Cun +7 Con dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -8% Resists +9% nature +6% fire HP.reg +9.00 Blind- +20% Cut- +20% Disarm- +20% ---------- misc Stam/turn +1.20 Amulets can have magical properties. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Light source | ![]() 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +12 Wil +12 Cun +12 Con ----- def ----- Resists +20% blight +40% arcane Res.Cap +10% blight +10% arcane Phys.save +15 (+3 eff.) Spell.save +30 (+8 eff.) Mind.save +15 (+4 eff.) ---------- misc Equi/turn -1.00 Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 72 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +7 Wil +7 Cun dps ---------- Mind.crit +3% Phys.pwr +12 (+3 eff.) Melee Ret 2 mind ----- def ----- Defense +15 (+4 eff.) Resists +10% acid +18% light +21% fire +10% lightning +24% cold Phys.save +20 (+4 eff.) Spell.save +41 (+11 eff.) Mind.save +20 (+5 eff.) Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 679% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 infusion-patch scroll [Normal] Nature Cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T4 infusion-patch scroll [Normal] Nature Heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T5 infusion-patch scroll [Normal] Nature Heal yourself for 500 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T5 infusion-patch scroll [Normal] Nature Increase global speed by 50% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T3 infusion-patch scroll [Normal] Nature Heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T2 infusion-patch scroll [Normal] Nature Heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T3 infusion-patch scroll [Normal] Nature Increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T1 infusion-patch scroll [Normal] Nature Heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T4 infusion-patch scroll [Normal] Nature Increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Res.Cap +5% all Phys.save +27 (+5 eff.) Blind- +40% ---------- misc Infravis +5 Sight +2 See.Invis +11 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 26.05 cold and 25.83 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Mind.pwr +13 (+3 eff.) ----- def ----- Max.HP +65.00 HP.reg +18.00 Heal.mod +17% Rings can have magical properties. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 37.5 - 48.8 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +11 acid +20 nature While equipped: dps ---------- Phys.crit +11.0% Crit.mult +24.00% Res.pen +15% acid +14% nature Apr +22 Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 26.5 - 34.5 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 nature While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +13 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 37.5 - 48.8 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Crit.mult +35.00% Res.pen +10% physical Acc +11 (+2 eff.) Apr +18 Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 10 physical Dmg.mod +15% physical Res.pen +12% physical ----- def ----- Resists +12% physical 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. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +4 Cun +3 Con ----- def ----- Armour +5 Defense +12 (+3 eff.) Phys.save +17 (+3 eff.) Mind.save +16 (+4 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 60% Wil, 60% Dex Apr +18 Crit +12.0% Atk.spd 100% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 185.30 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +15 (+3 eff.) Res.pen +15% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +20 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Resists +13% cold ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 496.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +6% Resists +23% blight +19% darkness Phys.save +10 (+2 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T5 light armor [Ego++] Disrupt/Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +8 Defense +27 (+7 eff.) Fatigue +8% Resists +16% nature +18% blight D.Red.from +11% Unnatural Phys.save +14 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +15 Defense +31 (+8 eff.) Fatigue +8% Resists +12% acid +12% physical +10% fire +14% cold +20% lightning Mind.save +14 (+3 eff.) A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs - Massive armour training Str 60 [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Mag +5 Con dps ---------- Dmg.mod +18% mind ----- def ----- Armour +16 Fatigue +22% Resists +30% acid ---------- misc Equi/ret +0.08 Max.hate +6.00 See.Invis +24 A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 70% Str Acc+ +0.3% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
2 black pearl 2 black pearl0.0 T5 black gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue 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 T5 blue gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(167 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 397.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 rod charm [Normal] Unknown Detect monster in a radius of 25. Uses 10 power out of 10/10 A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
![]() 2.0 rod charm [Normal] Unknown Disarm any known traps in a line. Uses 50 power out of 100/100 A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
![]() 2.0 rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 10 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
![]() 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 enormous geode 2 enormous geode0.0 T5 stone gem [Normal] While equipped: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Item imbue powers: HP.reg +2.50 Heal.mod +10% Stam/turn +1.00 Mana/turn +1.00 Psi/turn +1.00 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +10 (+3 eff.) Resists +6% blight +6% light +12% nature Disarm- +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +7 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Res.pen +20% physical ----- def ----- Armour +8 Heal yourself and all friendly characters within 10 spaces for 138 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 457 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 732 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
kunzite kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.0 T5 violet gem [Normal] While equipped: Crit.mult +10.00% Res.pen +10% all Item imbue powers: Crit.mult +10.00% Res.pen +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +22 Resists +5% all Item imbue powers: Armour +22 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 yellow gem [Normal] While equipped: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Item imbue powers: Phys.crit +10.0% Spell.crit +10% Mind.crit +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Endeshida the Dwarf White Monk level 30
11st Iron 123rd year of Ascendancy at 01:50 see stats
By Endeshida the Dwarf White Monk level 39
10th Stralite 123rd year of Ascendancy at 08:43 see stats
By Endeshida the Dwarf White Monk level 36
21st Gold 123rd year of Ascendancy at 12:20 see stats
By Endeshida the Dwarf White Monk level 30
9th Iron 123rd year of Ascendancy at 06:35 see stats
By Endeshida the Dwarf White Monk level 17
33rd Profit 122nd year of Ascendancy at 10:16 see stats
By Endeshida the Dwarf White Monk level 32
22nd Iron 123rd year of Ascendancy at 07:49 see stats
By Endeshida the Dwarf White Monk level 38
5th Stralite 123rd year of Ascendancy at 22:39 see stats
By Endeshida the Dwarf White Monk level 31
19th Iron 123rd year of Ascendancy at 22:40 see stats
By Endeshida the Dwarf White Monk level 26
17th Shortage 122nd year of Ascendancy at 07:05 see stats
By Endeshida the Dwarf White Monk level 7
26th Voratun 122nd year of Ascendancy at 08:26 see stats
By Endeshida the Dwarf White Monk level 31
17th Iron 123rd year of Ascendancy at 03:49 see stats
By Endeshida the Dwarf White Monk level 34
29th Iron 123rd year of Ascendancy at 01:46 see stats
By Endeshida the Dwarf White Monk level 26
17th Shortage 122nd year of Ascendancy at 01:21 see stats
By Endeshida the Dwarf White Monk level 22
19th Wealth 122nd year of Ascendancy at 20:13 see stats
By Endeshida the Dwarf White Monk level 27
1st Iron 123rd year of Ascendancy at 00:14 see stats
By Endeshida the Dwarf White Monk level 36
21st Gold 123rd year of Ascendancy at 11:11 see stats
By Endeshida the Dwarf White Monk level 10
3rd Acquisition 122nd year of Ascendancy at 18:41 see stats
By Endeshida the Dwarf White Monk level 20
8th Wealth 122nd year of Ascendancy at 03:30 see stats
By Endeshida the Dwarf White Monk level 30
8th Iron 123rd year of Ascendancy at 13:57 see stats
By Endeshida the Dwarf White Monk level 40
20th Stralite 123rd year of Ascendancy at 17:56 see stats
By Endeshida the Dwarf White Monk level 17
29th Profit 122nd year of Ascendancy at 13:38 see stats
By Endeshida the Dwarf White Monk level 26
7th Shortage 122nd year of Ascendancy at 03:40 see stats
By Endeshida the Dwarf White Monk level 30
8th Iron 123rd year of Ascendancy at 16:40 see stats
By Endeshida the Dwarf White Monk level 31
17th Iron 123rd year of Ascendancy at 04:54 see stats
By Endeshida the Dwarf White Monk level 5
18th Voratun 122nd year of Ascendancy at 15:59 see stats
By Endeshida the Dwarf White Monk level 12
5th Profit 122nd year of Ascendancy at 12:32 see stats
By Endeshida the Dwarf White Monk level 35
21st Steel 123rd year of Ascendancy at 03:52 see stats
By Endeshida the Dwarf White Monk level 26
10th Shortage 122nd year of Ascendancy at 12:16 see stats
By Endeshida the Dwarf White Monk level 20
16th Wealth 122nd year of Ascendancy at 05:19 see stats
By Endeshida the Dwarf White Monk level 30
8th Iron 123rd year of Ascendancy at 16:43 see stats
Log
Endeshida's Inner Demon receives 638 healing from Infusion: Healing.
Endeshida's Inner Demon uses Mana Clash.
Endeshida's Inner Demon's mind surges with critical power!
Endeshida shrugs off the critical damage!
Endeshida's Inner Demon hits Endeshida for 0 arcane damage.
Endeshida's Inner Demon's bleed area effect hits Endeshida for (11 resist armour), 0 physical (0 total damage).
Endeshida's Inner Demon's bleed area effect hits Endeshida for (11 resist armour), 0 physical (0 total damage).
Endeshida foucses their will and ignores 25 damage!
Endeshida has lost their guard.
Endeshida has lost the rush of vitality.
Talent Swift Strike is ready to use.
Talent Secret Fist is ready to use.
Talent Infusion: Wild is ready to use.
Endeshida's Inner Demon receives 8 healing.
Bleeding from Endeshida hits Endeshida's Inner Demon for (19 resist armour), 0 physical (0 total damage).
Endeshida receives 28 healing.
Bleeding from Endeshida hits Endeshida's Inner Demon for (19 resist armour), 0 physical (0 total damage).
Endeshida's Inner Demon receives 12 healing.
Bleeding from Endeshida's Inner Demon hits Endeshida for (21 resist armour), 0 physical (0 total damage).
Endeshida's Inner Demon receives 12 healing.
Endeshida's Inner Demon uses Aura Blast.
Endeshida's Inner Demon performs a melee critical strike against Endeshida!
Endeshida becomes weak to physical.
Melee retaliation hits Endeshida's Inner Demon for (4 antimagic), 0 cold, (21 resist armour), (4 resonance), 4 mind, (18 antimagic), 0 darkness (4 total damage).
Endeshida's Inner Demon hits Endeshida for (21 resist armour), 292 physical, (8 antimagic), 0 darkness, (15 resist armour), 0 physical, (7 antimagic), 0 darkness, (5 antimagic), 0 acid, (21 resist armour), 6 physical, (15 resist armour), 0 mind, (4 antimagic), 0 acid (298 total damage).
Endeshida's Inner Demon uses Earth Render.
Endeshida's Inner Demon performs a melee critical strike against Endeshida!
Endeshida shrugs off Endeshida's Inner Demon's 'Enervate'!
Endeshida's Inner Demon gains an extra blow!
Measured Blows performs a melee critical strike against Endeshida!