











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. High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | High Guard |
Level / Exp | 28 / 59% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 15 on the 34th Dusk 122nd year of Ascendancy at 13:02 4 / 3Killed by Betumina the entrenched horror at level 21 on the 28th Haze 122nd year of Ascendancy at 13:18 Killed by Emowen the vampire lord at level 28 on the 5th Decay 122nd year of Ascendancy at 09:39 |
Primary Stats
Strength | 50 (base 38) |
Dexterity | 18 (base 10) |
Constitution | 7 (base 11) |
Magic | 60 (base 46) |
Willpower | 47 (base 38) |
Cunning | 24 (base 10) |
Resources
Life | -81/640 |
Mana | 347/359 |
Healing Factor | 0.61457627118646 |
Regeneration | 16.624288135594 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 10 |
See Invisible | 8 |
ESP Range | 4.3711528679869 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 62 |
Accuracy | 53 |
Crit Chance | 14% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Arcane | +25% |
Cold | +35% |
All | 0% |
Lightning | +75% |
Light | +18% |
Physical | +8% |
Fire | +25% |
Darkness | +22% |
Offense: Damage Penetration
Lightning | +25% |
Physical | +32% |
Fire | +25% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 58.769167912895 (45%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 55 |
Physical Save | 46 |
Spell Save | 41 |
Mental Save | 44 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 13%( 70%) |
Physical | + 6%( 70%) |
Cold | + 28%( 70%) |
All | 0%( 70%) |
Darkness | + 35%( 70%) |
Light | + 6%( 70%) |
Temporal | + 9%( 70%) |
Lightning | + 66%( 70%) |
Defense: Immunities
Disarm Resistance | 35% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Poison Resistance | 20% |
Silence Resistance | 35% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 light, 3 blight, 4 mind, 3 nature, 4 darkness |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. |
Class Talents
Spell / Stone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phasing | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Battlemage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Battle channeling | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Mage adept | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Magical assault | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Spell / Medic | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blinkguard |
talent | Deepsight |
talent | Crystalline Focus |
talent | Boltfury |
talent | Defensive Posture |
talent | Eldritch Empowerment |
talent | Chant of Fortress |
beneficial effect | The target's defense is increased by 13. Defensive Maneuver |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | Huge cut that bleeds, doing 44.80 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | A flow of life spins around the target, regenerating 22.80 life per turn. Regeneration |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 14.72 darkness damage per turn. Bane of Confusion |
detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 35.83 blight damage per turn. Rotting Disease |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)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 |
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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 154. | 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. | 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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed red crystal shard. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 T3 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% ----- def ----- Armour +11 Resists +7% lightning +9% temporal +3% blight +9% cold Poison- +20% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Heal.mod +14% ---------- misc Light +4 See.Stealth +10 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 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 20.74 to 62.22 lightning damage (41.48 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun +1 Con dps ---------- Phys.crit +2.0% Crit.mult +20.00% Acc +9 (+3 eff.) ----- def ----- Armour +10 Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +15% acid +6% lightning Phys.save +18 (+6 eff.) Spell.save +9 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to increase all damage penetration by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning +6% physical ----- def ----- Armour +8 Defense +18 (+6 eff.) Resists +20% lightning ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 7 light 7 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 7% chance to blind * 5% chance to reduce damage dealt by 17% ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets can have magical properties. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% lightning +15% acid ----- def ----- Defense +13 (+4 eff.) Resists +12% lightning +9% cold Spell.save +12 (+4 eff.) HP.reg +4.00 ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 30.15 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +1% Against +30% Summoned Melee Ret 8 mind ----- def ----- Resists +6% light +6% darkness Crit.dmg- 15.00% D.Red.from +31% Summoned ---------- misc Telepathy Dragon A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor [Rare] Nature When used to Attack: Power 73.0 - 87.6 Physical Uses 100% Str Mastery Arcane Guardian Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +200 Melee+ +16 acid +12 light +16 lightning On Hit.r1 +8 light On Hit: * 26% chance to reduce armor by 35% While equipped: dps ---------- Melee+ 8 acid Dmg.mod +12% light Melee Ret 8 acid 6 light ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Res.pen +15% physical Acc +24 (+7 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -5% Resists +15% darkness Die.at -60.00 life Max.HP +74.00 ---------- misc Max.stam +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +3 Mag +4 Wil dps ---------- S.pwr/crit +4 ----- def ----- Armour +4 Defense +11 (+4 eff.) Fatigue +7% Resists +10% blight +14% darkness +15% acid Phys.save +6 (+2 eff.) ---------- misc Max.vim +20.00 Light +2 A suit of armour made of leather. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 135.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% light ----- def ----- Resists +3% light Phys.save +14 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +14 (+5 eff.) ---------- misc Light +3 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Spell.save +10 (+3 eff.) Rings can have magical properties. |
![]() 3.0 T3 mindstar 1H weapon [Normal] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) 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. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% blight +21% nature +15% darkness Res.pen +10% mind ----- def ----- Defense +10 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 40.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +7% darkness ----- def ----- Defense +6 (+2 eff.) Resists +6% temporal +19% darkness +9% cold +9% light +1% physical Stealth +14 HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T5 head armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +4 Cun +8 Con dps ---------- Crit.mult +10.00% Dmg.mod +12% light +6% cold Acc +15 (+5 eff.) ----- def ----- Armour +5 Fatigue +5% Resists -27% light ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 7.0 T2 shield armor [Ego] Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Mastery Arcane Guardian Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +67 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +19% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +8% nature +3% mind Res.pen +15% mind Melee Ret 2 light On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +6% acid +11% nature +6% mind ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red 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: 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 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 T5 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +9% darkness Res.pen +25% mind On Hit (Melee): * 20% chance to reduce damage dealt by 17% ---------- misc Psi/ret +0.08 Blast the opponent's mind dealing 385 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +12 (+6 eff.) ----- def ----- Resists +9% lightning +5% arcane +12% light ---------- misc Telepathy Dragon Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Resists +3% acid +9% fire +6% blight ---------- misc Psi/ret +0.08 Telepathy Dragon Project a gust of wind in a cone knocking enemies back 14 spaces and dealing 201 damage Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% acid Melee Ret 10 fire On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Resists +6% fire Heals yourself and all friendly characters within 10 spaces for 342 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 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+4 eff.) ----- def ----- Mind.save +6 (+2 eff.) Heals yourself and all friendly characters within 10 spaces for 132 Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jeni the Cornac High Guard level 16
73rd Dusk 122nd year of Ascendancy at 19:53 see stats
By Jeni the Cornac High Guard level 22
73rd Haze 122nd year of Ascendancy at 22:12 see stats
By Jeni the Cornac High Guard level 15
59th Dusk 122nd year of Ascendancy at 01:12 see stats
By Jeni the Cornac High Guard level 25
1st Decay 122nd year of Ascendancy at 10:54 see stats
By Jeni the Cornac High Guard level 19
16th Haze 122nd year of Ascendancy at 10:19 see stats
By Jeni the Cornac High Guard level 21
29th Haze 122nd year of Ascendancy at 17:12 see stats
By Jeni the Cornac High Guard level 10
9th Mirth 122nd year of Ascendancy at 00:43 see stats
By Jeni the Cornac High Guard level 20
17th Haze 122nd year of Ascendancy at 08:57 see stats
By Jeni the Cornac High Guard level 15
34th Dusk 122nd year of Ascendancy at 14:25 see stats
By Jeni the Cornac High Guard level 28
5th Decay 122nd year of Ascendancy at 09:38 see stats
By Jeni the Cornac High Guard level 9
6th Mirth 122nd year of Ascendancy at 14:55 see stats
By Jeni the Cornac High Guard level 25
2nd Decay 122nd year of Ascendancy at 01:03 see stats
By Jeni the Cornac High Guard level 9
5th Mirth 122nd year of Ascendancy at 04:35 see stats
By Jeni the Cornac High Guard level 21
26th Haze 122nd year of Ascendancy at 19:02 see stats
By Jeni the Cornac High Guard level 28
5th Decay 122nd year of Ascendancy at 07:24 see stats
By Jeni the Cornac High Guard level 15
59th Dusk 122nd year of Ascendancy at 01:12 see stats
Log
The shield around Emowen the vampire lord crumbles.
Emowen the vampire lord evades Jeni.
Jeni casts Channel Staff.
Jeni's spell attains critical power!
Jeni casts Channel Staff.
Boltfury performs a melee critical strike against Skeleton warrior!
Skeleton warrior shrugs off the critical damage!
Skeleton warrior's armor corrodes!
Jeni casts Channel Staff.
Jeni's spell attains critical power!
The shield around vampire crumbles.
Emowen the vampire lord resists the baneful energy!
Skeleton warrior wanders around!.
Jeni hits Emowen the vampire lord for (3 absorbed), 0 fire, (2 absorbed), 0 cold, (5 absorbed), 0 lightning, (4 absorbed), 0 arcane, (3 absorbed), 0 fire, (2 absorbed), 0 cold, (5 absorbed), 0 lightning, (4 absorbed), 0 arcane, (2 absorbed), 0 fire, (1 absorbed), 0 cold, (4 absorbed), 0 lightning, (3 absorbed), 0 arcane, 3 fire, 2 cold, 5 lightning, 4 arcane, 1 fire, 1 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 3 lightning, 2 arcane, 1 fire, 1 cold, 2 lightning, 2 arcane, 1 fire, 1 cold, 3 lightning, 2 arcane, 2 fire, 1 cold, 3 lightning, 2 arcane, 2 fire, 1 cold, 3 lightning, 2 arcane (56 total damage).
Jeni hits Skeleton warrior for 2 fire, 3 cold, 3 lightning, 2 arcane, 8 fire, 8 cold, 10 lightning, 8 arcane, 5 fire, 5 cold, 7 lightning, 5 arcane, 4 fire, 4 cold, 5 lightning, 4 arcane, 5 fire, 5 cold, 7 lightning, 5 arcane, 2 fire, 2 cold, 3 lightning, 2 arcane, 2 fire, 3 cold, 3 lightning, 3 arcane, 2 fire, 2 cold, 3 lightning, 2 arcane, 2 fire, 3 cold, 3 lightning, 3 arcane, 2 fire, 3 cold, 3 lightning, 3 arcane, 3 fire, 3 cold, 4 lightning, 3 arcane (170 total damage).
Jeni hits Vampire for (2 absorbed), 0 fire, (1 absorbed), 0 cold, (3 absorbed), 0 lightning, (2 absorbed), 0 arcane, 5 fire (5 total damage).
Boltfury hits Emowen the vampire lord for 2 fire, 1 cold, 3 lightning, 2 arcane (8 total damage).
Boltfury hits Skeleton warrior for 12 fire, 13 cold, 8 lightning, 12 arcane, 5 fire, 5 cold, 7 lightning, 5 arcane, 4 fire, 4 cold, 5 lightning, 4 arcane, 5 fire, 5 cold, 7 lightning, 5 arcane, 2 fire, 2 cold, 3 lightning, 2 arcane, 2 fire, 3 cold, 3 lightning, 3 arcane, 2 fire, 2 cold, 3 lightning, 2 arcane, 2 fire, 3 cold, 3 lightning, 3 arcane, 2 fire, 3 cold, 3 lightning, 3 arcane (158 total damage).
Boltfury hits Vampire for (2 absorbed), 0 fire, (1 absorbed), 0 cold, (3 absorbed), 0 lightning, (2 absorbed), 0 arcane, (4 absorbed), 0 fire, (2 absorbed), 0 cold, (8 absorbed), 0 lightning, (6 absorbed), 0 arcane, (3 absorbed), 0 fire, (2 absorbed), 0 cold, (2 absorbed), 4 lightning, 4 arcane, 2 fire, 1 cold, 4 lightning, 3 arcane, 3 fire, 2 cold, 6 lightning, 4 arcane, 1 fire, 1 cold, 3 lightning, 2 arcane, 2 fire, 1 cold, 3 lightning, 2 arcane, 1 fire, 1 cold, 3 lightning, 2 arcane, 2 fire, 1 cold, 3 lightning, 2 arcane (63 total damage).
Eldritch Empowerment hits Skeleton warrior for 8 fire, 9 cold, 11 lightning, 9 arcane, 9 fire, 10 cold, 13 lightning, 10 arcane (80 total damage).
Eldritch Empowerment hits Emowen the vampire lord for 5 fire, 4 cold, 10 lightning, 7 arcane, 6 fire, 4 cold, 11 lightning, 8 arcane (55 total damage).
Melee retaliation hits Jeni for (10 warded), 0 light (0 total damage).
Emowen the vampire lord uses Shattering Shout.
Boltfury killed Vampire!
Jeni's Channel Staff hits Emowen the vampire lord for 11 fire, 7 cold, 20 lightning, 14 arcane (52 total damage).
Jeni's Channel Staff hits Emowen the vampire lord for 5 fire, 4 cold, 10 lightning, 7 arcane (26 total damage).
Emowen the vampire lord hits Jeni for 209 physical damage.
Personal New Achievement: That was close!
Jeni's Channel Staff hits Skeleton warrior for 5 fire, 6 cold, 7 lightning, 5 arcane (24 total damage).
Jeni's Channel Staff killed Skeleton warrior!