









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | 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. Spell Merchants 1.6.0
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 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. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
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 The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ 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. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Items Vault 1.6.0Donators/Buyers bonus! 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 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. 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | White Monk |
Level / Exp | 24 / 81% |
Size | big |
Lifes / Deaths | Killed by skeleton mage at level 5 on the 79th Pyre 122nd year of Ascendancy at 00:30 1 / 6Killed by Islaldama the mean looking elven guard at level 24 on the 8th Allure 123rd year of Ascendancy at 18:08 Killed by Islaldama the mean looking elven guard at level 24 on the 8th Allure 123rd year of Ascendancy at 20:05 Killed by Islaldama the mean looking elven guard at level 24 on the 8th Allure 123rd year of Ascendancy at 21:28 Killed by Islaldama the mean looking elven guard at level 24 on the 9th Allure 123rd year of Ascendancy at 00:23 Killed by Dilor at level 24 on the 9th Allure 123rd year of Ascendancy at 01:09 |
Antimagic | Follower |
Primary Stats
Strength | 40 (base 11) |
Dexterity | 69 (base 54) |
Constitution | 19 (base 11) |
Magic | 12 (base 10) |
Willpower | 63 (base 47) |
Cunning | 24 (base 11) |
Resources
Life | 724/724 |
Stamina | 306/306 |
Equilibrium | 30 |
Healing Factor | 1.3714285714285 |
Regeneration | 102.74194285714 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -61.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 81 |
Accuracy | 63 |
Crit Chance | 35% |
APR | 56 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Mind | +10% |
Fire | +10% |
All | +4% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +15% |
Physical | +45% |
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 35.501050036044 (57.811550151976%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 1.7616173808087 |
Physical Save | 29 |
Spell Save | 31 |
Mental Save | 32 |
Defense: Resistances
Acid | + 6%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Darkness | + 9%( 70%) |
Light | + 6%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 3%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 9%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 10% |
Poison Resistance | 20% |
Disarm Resistance | 47% |
Bleed Resistance | 20% |
Pinning Resistance | 55% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 49% |
Inscriptions (4/4)
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 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 854% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Mending | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Black Belt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Agile Combatant | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Rending | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Martial Arts | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Fending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Measured Blows |
talent | Aura of Protection |
talent | Antimagic Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | A flow of life spins around the target, regenerating 69.67 life per turn. Regeneration |
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. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Infested Ruins. Escort: injured seer (level 1 of Infested Ruins)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Infested Ruins. Escort: injured seer (level 2 of Infested Ruins)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | active |
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 warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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 [Rare] Nature While equipped: Stats +6 Str +2 Dex dps ---------- Melee Ret 8 light ----- def ----- Armour +5 HP.reg +1.00 Heal.mod +15% ---------- misc Max.stam +30.00 Light +3 A pair of boots made of leather. |
On hands | ![]() 1.5 T5 hands armor [Rare] Master While equipped: Stats +4 Dex +2 Wil dps ---------- Spell.crit +7% Crit.mult +15.00% Acc +18 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/s.crit +2.00 Unarmed combat: Power 30.5 - 42.7 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +16.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +9% nature +15% lightning Disarm- +20% 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 162.6 Physical damage. If the attack hits, the target is confused (43% 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 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +9% cold Spell.save +12 (+6 eff.) HP.reg +4.00 Cut- +20% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 40 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +6% mind +6% fire Res.pen +15% lightning Melee Ret 8 fire ----- def ----- Resists +9% lightning +9% fire Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +10 Str dps ---------- Phys.crit +3.0% Acc +6 (+2 eff.) ----- def ----- Max.HP +34.00 Disarm- +27% Pinning- +32% Knockbk- +26% Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +7 Con dps ---------- Phys.pwr +4 (+2 eff.) Res.pen +20% physical ----- def ----- Defense +18 (+5 eff.) Amulets can have magical properties. |
Main armor | ![]() 9.0 T3 light armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Res.pen +10% acid +15% darkness Apr +10 Melee Ret 8 acid On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +6 Defense +20 (+5 eff.) Fatigue +8% Resists +9% darkness ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 118 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +9 (+2 eff.) Resists +3% temporal Die.at -20.00 life Max.HP +42.00 Heal.mod +15% Silence- +10% ---------- misc Light +3 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 | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +10 (+3 eff.) Resists +6% light +3% mind Poison- +20% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Spell.pwr +6 (+4 eff.) ----- def ----- Resists +6% lightning +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +3.00 Vim/s.crit +1.00 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 36.61 to 45.76 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.49 to 109.46 lightning damage (72.97 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 96 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dilor the Ogre White Monk level 19
22nd Haze 122nd year of Ascendancy at 05:38 see stats
By Dilor the Ogre White Monk level 20
52nd Haze 122nd year of Ascendancy at 21:35 see stats
By Dilor the Ogre White Monk level 18
74th Dusk 122nd year of Ascendancy at 15:49 see stats
By Dilor the Ogre White Monk level 24
6th Allure 123rd year of Ascendancy at 03:24 see stats
By Dilor the Ogre White Monk level 21
56th Haze 122nd year of Ascendancy at 03:17 see stats
By Dilor the Ogre White Monk level 17
56th Dusk 122nd year of Ascendancy at 23:39 see stats
By Dilor the Ogre White Monk level 10
3rd Summertide 122nd year of Ascendancy at 00:31 see stats
By Dilor the Ogre White Monk level 20
51st Haze 122nd year of Ascendancy at 14:54 see stats
By Dilor the Ogre White Monk level 19
75th Dusk 122nd year of Ascendancy at 10:21 see stats
By Dilor the Ogre White Monk level 11
3rd Flare 122nd year of Ascendancy at 19:47 see stats
By Dilor the Ogre White Monk level 9
9th Mirth 122nd year of Ascendancy at 01:19 see stats
By Dilor the Ogre White Monk level 19
20th Haze 122nd year of Ascendancy at 07:13 see stats
Log
Talent Infusion: Regeneration is ready to use.
Dilor receives 3 healing.
Dilor receives 3 healing.
Dilor uses Infusion: Regeneration.
Dilor starts regenerating health quickly.
Dilor receives 3 healing.
The psychic field around Dilor crumbles.
Talent Aura of Protection is ready to use.
Dilor receives 3 healing.
Dilor receives 2 healing.
Dilor receives 2 healing.
Dilor activates Aura of Protection.
Dilor receives 2 healing.
Dilor stops regenerating health quickly.
Talent Resonance Field is ready to use.
Dilor receives 2 healing.
Dilor receives 2 healing.
Dilor receives 2 healing.
Dilor receives 2 healing.
Dilor receives 2 healing.
Dilor receives 2 healing.
Talent Infusion: Regeneration is ready to use.
Dilor receives 2 healing.
Dilor uses Infusion: Regeneration.
Dilor starts regenerating health quickly.
Dilor receives 2 healing.
Saving game...