Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Protos race 0.2 1.3.5Protos race. White Monk 1.4.9Adds 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | DarkTemplar |
Class | None |
Level / Exp | 7 / 78% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 44 (base 29) |
Dexterity | 44 (base 29) |
Constitution | 51 (base 29) |
Magic | 44 (base 29) |
Willpower | 53 (base 29) |
Cunning | 47 (base 29) |
Resources
Equilibrium | 18 |
Mana | 331/331 |
Psi | 270/271 |
Vim | 342/342 |
Life | 699/699 |
Positive | 148/148 |
Stamina | 296/296 |
Psi_feedback | 2/190 |
Healing Factor | 1 |
Regeneration | 22 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +109.18091364645% |
Spell | +200% |
Global | +115.38461538462% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 11 |
See Invisible | 8 |
Offense: Mainhand
Damage | 56 |
Accuracy | 65 |
Crit Chance | 42% |
APR | 89 |
Speed | 0.33 |
Offense: Offhand
Damage | 56 |
Accuracy | 65 |
Crit Chance | 42% |
APR | 89 |
Speed | 0.33 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 27% |
Speed | 0.33333333333333 |
Cooldown Reduction | 11.7 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 29% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 103 (100%) |
Defense | 72 |
Ranged Defense | 73 |
Fatigue | 12 |
Physical Save | 62.7 |
Spell Save | 63 |
Mental Save | 63 |
Defense: Resistances
All | + 32%(100%) |
Defense: Immunities
Stun Resistance | 55% |
Bleed Resistance | 100% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (0/3)
Class Talents
Cunning / Shadow magic | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 2.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Fiery Hands |
talent | Thermal Aura |
talent | Thermal Shield |
talent | Psiblades |
talent | Lacerating Strikes |
talent | Kinetic Shield |
talent | Shadow Combat |
talent | Willful Tormenter |
talent | Weapon of Light |
talent | Skate |
talent | Blur Sight |
talent | Gloom |
talent | Shielding |
talent | Kinetic Aura |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -3 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -2 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Tool | Prox's Lucky Halfling Foot (Nightmares) Prox's Lucky Halfling Foot (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Nightmares 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. |
On hands | iron gauntlets (Nightmares) (0 def, 1 armour) iron gauntlets (Nightmares) (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | spiked iron mail armour (Shrouds) (2 def, 4 armour) spiked iron mail armour (Shrouds) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Curse of Shrouds A suit of armour made of mail. |
In main hand | mossy mindstar (Shrouds) (2.5-2.75 power, 27 apr, nature damage) mossy mindstar (Shrouds) (2.5-2.75 power, 27 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 63% Wil, 21% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
In off hand | mossy mindstar (Misfortune) (2.5-2.75 power, 27 apr, mind damage) mossy mindstar (Misfortune) (2.5-2.75 power, 27 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 63% Wil, 21% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune 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. |
On head | iron helm of constitution (+2) (Nightmares) (0 def, 3 armour) iron helm of constitution (+2) (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Light source | brass lantern (Nightmares) brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Nightmares 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. |
Inventory
This item will automatically be transmogrified when you leave the level. copper ring (Nightmares)copper ring (Nightmares) 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Nightmares Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper ring of fire (+20%) (Corpses)copper ring of fire (+20%) (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Curse of Corpses Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elm vilestaff (Misfortune) (10-12 power, 2 apr, blight element)elm vilestaff (Misfortune) (10-12 power, 2 apr, blight element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short ash vilestaff of fate (Nightmares) (15-18 power, 3 apr, blight element)short ash vilestaff of fate (Nightmares) (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Spell save: +5 (+0 eff.) Mental save: +6 (+1 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Flashstake' (Madness) (22-33 power, 2 apr)steel battleaxe 'Flashstake' (Madness) (22-33 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +10 mind When wielded/worn: Changes resistances penetration: +5% light Curse of Madness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (Shrouds) (26-39 power, 2 apr)steel greatmaul (Shrouds) (26-39 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. warbringer's steel longsword of amnesia (Madness) (16-22.4 power, 3 apr)warbringer's steel longsword of amnesia (Madness) (16-22.4 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +10% Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar (Shrouds) (5.5-6.05 power, 18 apr, nature damage)vined mindstar (Shrouds) (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds 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. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots 'Sulfurwreath' (Nightmares) (21/21, 19-22.8 power, 2 apr)pouch of steel shots 'Sulfurwreath' (Nightmares) (21/21, 19-22.8 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 On weapon hit: * Slows global speed by 20% Damage (Ranged): +14 insidious poison / +16 nature Burst (radius 2) on crit: +4 nature Curse of Nightmares Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. steel shield (Misfortune) (6 def, 2 armour, 38 block)steel shield (Misfortune) (6 def, 2 armour, 38 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of fire resistance (+15%) (Madness) (6 def, 2 armour, 36.5 block)steel shield of fire resistance (+15%) (Madness) (6 def, 2 armour, 36.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +15% fire Talent granted: +2 Block Curse of Madness Handheld deflection devices. |
rough leather armour (Madness) (1 def, 2 armour) rough leather armour (Madness) (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. iron plate armour of acid resistance (Shrouds) (3 def, 7 armour)iron plate armour of acid resistance (Shrouds) (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +16% acid Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour (Nightmares) (4 def, 9 armour)steel plate armour (Nightmares) (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Guta (Corpses) (0 def, 1 armour)Guta (Corpses) (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +9% cold / +9% nature Curse of Corpses A cap made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
iron torque of kinetic psionic shield (Madness) [power 25] (12 cooldown) iron torque of kinetic psionic shield (Madness) [power 25] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Curse of Madness It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin (Misfortune) [power 16] (12 cooldown) elm totem of thorny skin (Misfortune) [power 16] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Curse of Misfortune It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. quick ash totem of thorny skin (Madness) [power 17] (9 cooldown)quick ash totem of thorny skin (Madness) [power 17] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 Curse of Madness It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 40%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. quick elm wand of conjuration (Nightmares) [power 67] (4 cooldown)quick elm wand of conjuration (Nightmares) [power 67] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 Curse of Nightmares It can be used to fire a bolt of a random element with (base) damage 34 to 67, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Shosh the DarkTemplar None level 4
75th Pyre 122nd year of Ascendancy at 09:05 see stats
By Shosh the DarkTemplar None level 2
74th Pyre 122nd year of Ascendancy at 14:46 see stats
Log
Shosh converts some damage to Psi!
Shosh HEALS from nature damage!
Red jelly's Slime Spit hits Shosh for (6 to psi shield), 2 to psi, 1 fire, (7 to psi shield), 1 to psi, 1 nature (6 total damage).
Red jelly misses Shosh.
Kinetic Aura hits Red jelly for 37 physical damage.
Shosh receives 1 healing (2 psi heal).
Thermal Aura hits Red jelly for 32 fire damage.
Shosh performs a melee critical strike against Red jelly!
Shosh hits Red jelly for 131 nature damage.
Shosh killed Red jelly!
You pickup 1.62 gold pieces.
Shosh deactivates Shielding.
Shosh deactivates Thermal Aura.
Shosh deactivates Blur Sight.
Shosh deactivates Lacerating Strikes.
Shosh deactivates Fiery Hands.
Shosh deactivates Gloom.
Shosh deactivates Psiblades.
Shosh deactivates Thermal Shield.
Shosh deactivates Weapon of Light.
Shosh deactivates Kinetic Aura.
Shosh deactivates Shadow Combat.
Shosh deactivates Kinetic Shield.
Shosh speeds up.
Shosh deactivates Willful Tormenter.
Shosh deactivates Skate.